GPU/HW: Simplify shader compile progress updates

This commit is contained in:
Connor McLaughlin 2021-07-11 13:21:41 +10:00
parent 98af6e7228
commit 096a92ba84
6 changed files with 84 additions and 107 deletions

View File

@ -1464,3 +1464,22 @@ void GPU_HW::DrawRendererStats(bool is_idle_frame)
}
#endif
}
GPU_HW::ShaderCompileProgressTracker::ShaderCompileProgressTracker(std::string title, u32 total)
: m_title(std::move(title)), m_min_time(Common::Timer::ConvertSecondsToValue(1.0)),
m_update_interval(Common::Timer::ConvertSecondsToValue(0.1)), m_start_time(Common::Timer::GetValue()),
m_last_update_time(0), m_progress(0), m_total(total)
{
}
void GPU_HW::ShaderCompileProgressTracker::Increment()
{
m_progress++;
const u64 tv = Common::Timer::GetValue();
if ((tv - m_start_time) >= m_min_time && (tv - m_last_update_time) >= m_update_interval)
{
g_host_interface->DisplayLoadingScreen(m_title.c_str(), 0, static_cast<int>(m_total), static_cast<int>(m_progress));
m_last_update_time = tv;
}
}

View File

@ -163,6 +163,23 @@ protected:
u32 num_uniform_buffer_updates;
};
class ShaderCompileProgressTracker
{
public:
ShaderCompileProgressTracker(std::string title, u32 total);
void Increment();
private:
std::string m_title;
u64 m_start_time;
u64 m_last_update_time;
u64 m_min_time;
u64 m_update_interval;
u32 m_progress;
u32 m_total;
};
static constexpr std::tuple<float, float, float, float> RGBA8ToFloat(u32 rgba)
{
return std::make_tuple(static_cast<float>(rgba & UINT32_C(0xFF)) * (1.0f / 255.0f),

View File

@ -508,23 +508,7 @@ bool GPU_HW_D3D11::CompileShaders()
m_true_color, m_scaled_dithering, m_texture_filtering, m_using_uv_limits,
m_pgxp_depth_buffer, m_supports_dual_source_blend);
Common::Timer compile_time;
const int progress_total = 1 + 1 + 2 + (4 * 9 * 2 * 2) + 7 + (2 * 3) + 1;
int progress_value = 0;
#define UPDATE_PROGRESS() \
do \
{ \
progress_value++; \
if (System::IsStartupCancelled()) \
{ \
return false; \
} \
if (compile_time.GetTimeSeconds() >= 1.0f) \
{ \
compile_time.Reset(); \
g_host_interface->DisplayLoadingScreen("Compiling Shaders", 0, progress_total, progress_value); \
} \
} while (0)
ShaderCompileProgressTracker progress("Compiling Shaders", 1 + 1 + 2 + (4 * 9 * 2 * 2) + 7 + (2 * 3) + 1);
// input layout
{
@ -552,7 +536,7 @@ bool GPU_HW_D3D11::CompileShaders()
}
}
UPDATE_PROGRESS();
progress.Increment();
m_screen_quad_vertex_shader =
shader_cache.GetVertexShader(m_device.Get(), shadergen.GenerateScreenQuadVertexShader());
@ -560,7 +544,7 @@ bool GPU_HW_D3D11::CompileShaders()
if (!m_screen_quad_vertex_shader || !m_uv_quad_vertex_shader)
return false;
UPDATE_PROGRESS();
progress.Increment();
for (u8 textured = 0; textured < 2; textured++)
{
@ -569,7 +553,7 @@ bool GPU_HW_D3D11::CompileShaders()
if (!m_batch_vertex_shaders[textured])
return false;
UPDATE_PROGRESS();
progress.Increment();
}
for (u8 render_mode = 0; render_mode < 4; render_mode++)
@ -589,7 +573,7 @@ bool GPU_HW_D3D11::CompileShaders()
if (!m_batch_pixel_shaders[render_mode][texture_mode][dithering][interlacing])
return false;
UPDATE_PROGRESS();
progress.Increment();
}
}
}
@ -599,46 +583,46 @@ bool GPU_HW_D3D11::CompileShaders()
if (!m_copy_pixel_shader)
return false;
UPDATE_PROGRESS();
progress.Increment();
m_vram_fill_pixel_shader = shader_cache.GetPixelShader(m_device.Get(), shadergen.GenerateFillFragmentShader());
if (!m_vram_fill_pixel_shader)
return false;
UPDATE_PROGRESS();
progress.Increment();
m_vram_interlaced_fill_pixel_shader =
shader_cache.GetPixelShader(m_device.Get(), shadergen.GenerateInterlacedFillFragmentShader());
if (!m_vram_interlaced_fill_pixel_shader)
return false;
UPDATE_PROGRESS();
progress.Increment();
m_vram_read_pixel_shader = shader_cache.GetPixelShader(m_device.Get(), shadergen.GenerateVRAMReadFragmentShader());
if (!m_vram_read_pixel_shader)
return false;
UPDATE_PROGRESS();
progress.Increment();
m_vram_write_pixel_shader =
shader_cache.GetPixelShader(m_device.Get(), shadergen.GenerateVRAMWriteFragmentShader(false));
if (!m_vram_write_pixel_shader)
return false;
UPDATE_PROGRESS();
progress.Increment();
m_vram_copy_pixel_shader = shader_cache.GetPixelShader(m_device.Get(), shadergen.GenerateVRAMCopyFragmentShader());
if (!m_vram_copy_pixel_shader)
return false;
UPDATE_PROGRESS();
progress.Increment();
m_vram_update_depth_pixel_shader =
shader_cache.GetPixelShader(m_device.Get(), shadergen.GenerateVRAMUpdateDepthFragmentShader());
if (!m_vram_update_depth_pixel_shader)
return false;
UPDATE_PROGRESS();
progress.Increment();
for (u8 depth_24bit = 0; depth_24bit < 2; depth_24bit++)
{
@ -651,7 +635,7 @@ bool GPU_HW_D3D11::CompileShaders()
if (!m_display_pixel_shaders[depth_24bit][interlacing])
return false;
UPDATE_PROGRESS();
progress.Increment();
}
}
@ -680,7 +664,7 @@ bool GPU_HW_D3D11::CompileShaders()
return false;
}
UPDATE_PROGRESS();
progress.Increment();
#undef UPDATE_PROGRESS

View File

@ -419,19 +419,8 @@ bool GPU_HW_D3D12::CompilePipelines()
m_true_color, m_scaled_dithering, m_texture_filtering, m_using_uv_limits,
m_pgxp_depth_buffer, m_supports_dual_source_blend);
Common::Timer compile_time;
const int progress_total = 2 + (4 * 9 * 2 * 2) + (2 * 4 * 5 * 9 * 2 * 2) + 1 + 2 + 2 + 2 + 1 + 1 + (2 * 3);
int progress_value = 0;
#define UPDATE_PROGRESS() \
do \
{ \
progress_value++; \
if (compile_time.GetTimeSeconds() >= 1.0f) \
{ \
compile_time.Reset(); \
g_host_interface->DisplayLoadingScreen("Compiling Shaders", 0, progress_total, progress_value); \
} \
} while (0)
ShaderCompileProgressTracker progress("Compiling Pipelines", 2 + (4 * 9 * 2 * 2) + (2 * 4 * 5 * 9 * 2 * 2) + 1 + 2 +
2 + 2 + 1 + 1 + (2 * 3));
// vertex shaders - [textured]
// fragment shaders - [render_mode][texture_mode][dithering][interlacing]
@ -445,7 +434,7 @@ bool GPU_HW_D3D12::CompilePipelines()
if (!batch_vertex_shaders[textured])
return false;
UPDATE_PROGRESS();
progress.Increment();
}
for (u8 render_mode = 0; render_mode < 4; render_mode++)
@ -464,7 +453,7 @@ bool GPU_HW_D3D12::CompilePipelines()
if (!batch_fragment_shaders[render_mode][texture_mode][dithering][interlacing])
return false;
UPDATE_PROGRESS();
progress.Increment();
}
}
}
@ -542,7 +531,7 @@ bool GPU_HW_D3D12::CompilePipelines()
"Batch Pipeline %u,%u,%u,%u,%u,%u", depth_test, render_mode, texture_mode, transparency_mode, dithering,
interlacing);
UPDATE_PROGRESS();
progress.Increment();
}
}
}
@ -555,7 +544,7 @@ bool GPU_HW_D3D12::CompilePipelines()
if (!fullscreen_quad_vertex_shader)
return false;
UPDATE_PROGRESS();
progress.Increment();
// common state
gpbuilder.SetRootSignature(m_single_sampler_root_signature.Get());
@ -589,7 +578,7 @@ bool GPU_HW_D3D12::CompilePipelines()
D3D12::SetObjectNameFormatted(m_vram_fill_pipelines[interlaced].Get(), "VRAM Fill Pipeline Interlacing=%u",
interlaced);
UPDATE_PROGRESS();
progress.Increment();
}
}
@ -611,7 +600,7 @@ bool GPU_HW_D3D12::CompilePipelines()
D3D12::SetObjectNameFormatted(m_vram_copy_pipelines[depth_test].Get(), "VRAM Copy Pipeline Depth=%u", depth_test);
UPDATE_PROGRESS();
progress.Increment();
}
}
@ -633,7 +622,7 @@ bool GPU_HW_D3D12::CompilePipelines()
D3D12::SetObjectNameFormatted(m_vram_write_pipelines[depth_test].Get(), "VRAM Write Pipeline Depth=%u",
depth_test);
UPDATE_PROGRESS();
progress.Increment();
}
}
@ -656,7 +645,7 @@ bool GPU_HW_D3D12::CompilePipelines()
D3D12::SetObjectName(m_vram_update_depth_pipeline.Get(), "VRAM Update Depth Pipeline");
UPDATE_PROGRESS();
progress.Increment();
}
gpbuilder.Clear();
@ -683,7 +672,7 @@ bool GPU_HW_D3D12::CompilePipelines()
D3D12::SetObjectName(m_vram_update_depth_pipeline.Get(), "VRAM Readback Pipeline");
UPDATE_PROGRESS();
progress.Increment();
}
gpbuilder.Clear();
@ -717,7 +706,7 @@ bool GPU_HW_D3D12::CompilePipelines()
D3D12::SetObjectNameFormatted(m_display_pipelines[depth_24][interlace_mode].Get(),
"Display Pipeline Depth=%u Interlace=%u", depth_24, interlace_mode);
UPDATE_PROGRESS();
progress.Increment();
}
}
}
@ -1043,7 +1032,6 @@ void GPU_HW_D3D12::UpdateVRAMReadTexture()
{
ID3D12GraphicsCommandList* cmdlist = g_d3d12_context->GetCommandList();
const auto scaled_rect = m_vram_dirty_rect * m_resolution_scale;
if (m_vram_texture.IsMultisampled())

View File

@ -517,23 +517,7 @@ bool GPU_HW_OpenGL::CompilePrograms()
m_true_color, m_scaled_dithering, m_texture_filtering, m_using_uv_limits,
m_pgxp_depth_buffer, m_supports_dual_source_blend);
Common::Timer compile_time;
const int progress_total = (4 * 9 * 2 * 2) + (2 * 3) + 1 + 1 + 1 + 1 + 1 + 1;
int progress_value = 0;
#define UPDATE_PROGRESS() \
do \
{ \
progress_value++; \
if (System::IsStartupCancelled()) \
{ \
return false; \
} \
if (compile_time.GetTimeSeconds() >= 1.0f) \
{ \
compile_time.Reset(); \
g_host_interface->DisplayLoadingScreen("Compiling Shaders", 0, progress_total, progress_value); \
} \
} while (0)
ShaderCompileProgressTracker progress("Compiling Programs", (4 * 9 * 2 * 2) + (2 * 3) + 1 + 1 + 1 + 1 + 1 + 1);
for (u32 render_mode = 0; render_mode < 4; render_mode++)
{
@ -592,7 +576,7 @@ bool GPU_HW_OpenGL::CompilePrograms()
m_render_programs[render_mode][texture_mode][dithering][interlacing] = std::move(*prog);
UPDATE_PROGRESS();
progress.Increment();
}
}
}
@ -621,7 +605,7 @@ bool GPU_HW_OpenGL::CompilePrograms()
prog->Uniform1i("samp0", 0);
}
m_display_programs[depth_24bit][interlaced] = std::move(*prog);
UPDATE_PROGRESS();
progress.Increment();
}
}
@ -638,7 +622,7 @@ bool GPU_HW_OpenGL::CompilePrograms()
prog->BindUniformBlock("UBOBlock", 1);
m_vram_interlaced_fill_program = std::move(*prog);
UPDATE_PROGRESS();
progress.Increment();
prog =
shader_cache.GetProgram(shadergen.GenerateScreenQuadVertexShader(), {}, shadergen.GenerateVRAMReadFragmentShader(),
@ -656,7 +640,7 @@ bool GPU_HW_OpenGL::CompilePrograms()
prog->Uniform1i("samp0", 0);
}
m_vram_read_program = std::move(*prog);
UPDATE_PROGRESS();
progress.Increment();
prog =
shader_cache.GetProgram(shadergen.GenerateScreenQuadVertexShader(), {}, shadergen.GenerateVRAMCopyFragmentShader(),
@ -674,7 +658,7 @@ bool GPU_HW_OpenGL::CompilePrograms()
prog->Uniform1i("samp0", 0);
}
m_vram_copy_program = std::move(*prog);
UPDATE_PROGRESS();
progress.Increment();
prog = shader_cache.GetProgram(shadergen.GenerateScreenQuadVertexShader(), {},
shadergen.GenerateVRAMUpdateDepthFragmentShader());
@ -684,7 +668,7 @@ bool GPU_HW_OpenGL::CompilePrograms()
prog->Bind();
prog->Uniform1i("samp0", 0);
m_vram_update_depth_program = std::move(*prog);
UPDATE_PROGRESS();
progress.Increment();
if (m_use_texture_buffer_for_vram_writes || m_use_ssbo_for_vram_writes)
{
@ -706,7 +690,7 @@ bool GPU_HW_OpenGL::CompilePrograms()
m_vram_write_program = std::move(*prog);
}
UPDATE_PROGRESS();
progress.Increment();
if (m_downsample_mode == GPUDownsampleMode::Box)
{
@ -728,7 +712,7 @@ bool GPU_HW_OpenGL::CompilePrograms()
m_downsample_program = std::move(*prog);
}
UPDATE_PROGRESS();
progress.Increment();
#undef UPDATE_PROGRESS
return true;

View File

@ -839,23 +839,8 @@ bool GPU_HW_Vulkan::CompilePipelines()
m_true_color, m_scaled_dithering, m_texture_filtering, m_using_uv_limits,
m_pgxp_depth_buffer, m_supports_dual_source_blend);
Common::Timer compile_time;
const int progress_total = 2 + (4 * 9 * 2 * 2) + (3 * 4 * 5 * 9 * 2 * 2) + 1 + 2 + 2 + 2 + 1 + 1 + (2 * 3) + 1;
int progress_value = 0;
#define UPDATE_PROGRESS() \
do \
{ \
progress_value++; \
if (System::IsStartupCancelled()) \
{ \
return false; \
} \
if (compile_time.GetTimeSeconds() >= 1.0f) \
{ \
compile_time.Reset(); \
g_host_interface->DisplayLoadingScreen("Compiling Shaders", 0, progress_total, progress_value); \
} \
} while (0)
ShaderCompileProgressTracker progress("Compiling Pipelines", 2 + (4 * 9 * 2 * 2) + (3 * 4 * 5 * 9 * 2 * 2) + 1 + 2 +
2 + 2 + 1 + 1 + (2 * 3) + 1);
// vertex shaders - [textured]
// fragment shaders - [render_mode][texture_mode][dithering][interlacing]
@ -874,7 +859,7 @@ bool GPU_HW_Vulkan::CompilePipelines()
return false;
batch_vertex_shaders[textured] = shader;
UPDATE_PROGRESS();
progress.Increment();
}
for (u8 render_mode = 0; render_mode < 4; render_mode++)
@ -894,7 +879,7 @@ bool GPU_HW_Vulkan::CompilePipelines()
return false;
batch_fragment_shaders[render_mode][texture_mode][dithering][interlacing] = shader;
UPDATE_PROGRESS();
progress.Increment();
}
}
}
@ -986,7 +971,7 @@ bool GPU_HW_Vulkan::CompilePipelines()
m_batch_pipelines[depth_test][render_mode][texture_mode][transparency_mode][dithering][interlacing] =
pipeline;
UPDATE_PROGRESS();
progress.Increment();
}
}
}
@ -1007,7 +992,7 @@ bool GPU_HW_Vulkan::CompilePipelines()
return false;
}
UPDATE_PROGRESS();
progress.Increment();
Common::ScopeGuard fullscreen_quad_vertex_shader_guard([&fullscreen_quad_vertex_shader, &uv_quad_vertex_shader]() {
vkDestroyShaderModule(g_vulkan_context->GetDevice(), fullscreen_quad_vertex_shader, nullptr);
@ -1042,7 +1027,7 @@ bool GPU_HW_Vulkan::CompilePipelines()
if (m_vram_fill_pipelines[interlaced] == VK_NULL_HANDLE)
return false;
UPDATE_PROGRESS();
progress.Increment();
}
}
@ -1066,7 +1051,7 @@ bool GPU_HW_Vulkan::CompilePipelines()
return false;
}
UPDATE_PROGRESS();
progress.Increment();
}
vkDestroyShaderModule(device, fs, nullptr);
@ -1091,7 +1076,7 @@ bool GPU_HW_Vulkan::CompilePipelines()
return false;
}
UPDATE_PROGRESS();
progress.Increment();
}
vkDestroyShaderModule(device, fs, nullptr);
@ -1115,7 +1100,7 @@ bool GPU_HW_Vulkan::CompilePipelines()
if (m_vram_update_depth_pipeline == VK_NULL_HANDLE)
return false;
UPDATE_PROGRESS();
progress.Increment();
}
gpbuilder.Clear();
@ -1140,7 +1125,7 @@ bool GPU_HW_Vulkan::CompilePipelines()
if (m_vram_readback_pipeline == VK_NULL_HANDLE)
return false;
UPDATE_PROGRESS();
progress.Increment();
}
gpbuilder.Clear();
@ -1171,7 +1156,7 @@ bool GPU_HW_Vulkan::CompilePipelines()
if (m_display_pipelines[depth_24][interlace_mode] == VK_NULL_HANDLE)
return false;
UPDATE_PROGRESS();
progress.Increment();
}
}
}
@ -1253,7 +1238,7 @@ bool GPU_HW_Vulkan::CompilePipelines()
return false;
}
UPDATE_PROGRESS();
progress.Increment();
#undef UPDATE_PROGRESS