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Author SHA1 Message Date
The-Little-Wolf 6621435fc3
Merge 85b2e956a7 into 0474053931 2025-01-17 23:40:27 +01:00
Gliniak 0474053931 [GPU] Improvements to GPU settings modification
- Renamed CommonGPUSetting to GPUSetting
- Removed readback_resolve and memexport from d3d12 exclusive option. In the future it will be available for Vulkan too.
- Removed unused enum class: gpu_cvar
- Removed OS specific code from emulator_window
2025-01-17 20:40:53 +01:00
Gliniak 85695692a7 [Base] Fixed issues with thread priority introduced in previous commit 2025-01-17 19:51:18 +01:00
6 changed files with 65 additions and 50 deletions

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@ -31,7 +31,6 @@
#include "xenia/cpu/processor.h"
#include "xenia/emulator.h"
#include "xenia/gpu/command_processor.h"
#include "xenia/gpu/d3d12/d3d12_command_processor.h"
#include "xenia/gpu/graphics_system.h"
#include "xenia/hid/input_system.h"
#include "xenia/kernel/xam/profile_manager.h"
@ -58,7 +57,9 @@ DECLARE_bool(guide_button);
DECLARE_bool(clear_memory_page_state);
DECLARE_bool(d3d12_readback_resolve);
DECLARE_bool(readback_resolve);
DECLARE_bool(readback_memexport);
DEFINE_bool(fullscreen, false, "Whether to launch the emulator in fullscreen.",
"Display");
@ -1674,7 +1675,7 @@ EmulatorWindow::ControllerHotKey EmulatorWindow::ProcessControllerHotkey(
}
} break;
case ButtonFunctions::ClearMemoryPageState:
ToggleGPUSetting(gpu_cvar::ClearMemoryPageState);
ToggleGPUSetting(GPUSetting::ClearMemoryPageState);
// Assume the user wants ClearCaches as well
if (cvars::clear_memory_page_state) {
@ -1689,10 +1690,10 @@ EmulatorWindow::ControllerHotKey EmulatorWindow::ProcessControllerHotkey(
xe::threading::Sleep(delay);
break;
case ButtonFunctions::ReadbackResolve:
ToggleGPUSetting(gpu_cvar::ReadbackResolve);
ToggleGPUSetting(GPUSetting::ReadbackResolve);
notificationTitle = "Toggle Readback Resolve";
notificationDesc = cvars::d3d12_readback_resolve ? "Enabled" : "Disabled";
notificationDesc = cvars::readback_resolve ? "Enabled" : "Disabled";
// Extra Sleep
xe::threading::Sleep(delay);
@ -1862,15 +1863,17 @@ void EmulatorWindow::GamepadHotKeys() {
}
}
void EmulatorWindow::ToggleGPUSetting(gpu_cvar value) {
switch (value) {
case gpu_cvar::ClearMemoryPageState:
CommonSaveGPUSetting(CommonGPUSetting::ClearMemoryPageState,
void EmulatorWindow::ToggleGPUSetting(gpu::GPUSetting setting) {
switch (setting) {
case GPUSetting::ClearMemoryPageState:
SaveGPUSetting(GPUSetting::ClearMemoryPageState,
!cvars::clear_memory_page_state);
break;
case gpu_cvar::ReadbackResolve:
D3D12SaveGPUSetting(D3D12GPUSetting::ReadbackResolve,
!cvars::d3d12_readback_resolve);
case GPUSetting::ReadbackResolve:
SaveGPUSetting(GPUSetting::ReadbackResolve, !cvars::readback_resolve);
break;
case GPUSetting::ReadbackMemexport:
SaveGPUSetting(GPUSetting::ReadbackMemexport, !cvars::readback_memexport);
break;
}
}
@ -1915,7 +1918,7 @@ void EmulatorWindow::DisplayHotKeysConfig() {
msg += "\n";
msg += "Readback Resolve: " +
xe::string_util::BoolToString(cvars::d3d12_readback_resolve);
xe::string_util::BoolToString(cvars::readback_resolve);
msg += "\n";
msg += "Clear Memory Page State: " +

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@ -112,11 +112,6 @@ class EmulatorWindow {
Unknown
};
enum class gpu_cvar {
ClearMemoryPageState,
ReadbackResolve,
};
class ControllerHotKey {
public:
// If true the hotkey can be activated while a title is running, otherwise
@ -235,7 +230,7 @@ class EmulatorWindow {
void VibrateController(xe::hid::InputSystem* input_sys, uint32_t user_index,
bool vibrate = true);
void GamepadHotKeys();
void ToggleGPUSetting(gpu_cvar index);
void ToggleGPUSetting(gpu::GPUSetting setting);
void DisplayHotKeysConfig();
static std::string CanonicalizeFileExtension(

View File

@ -402,7 +402,7 @@ class Timer : public WaitHandle {
virtual bool Cancel() = 0;
};
#if XE_PLATFORM_WINDOWS
#if XE_PLATFORM_WIN32
struct ThreadPriority {
static const int32_t kLowest = -2;
static const int32_t kBelowNormal = -1;

View File

@ -50,17 +50,52 @@ DEFINE_bool(clear_memory_page_state, false,
"for 'Team Ninja' Games to fix missing character models)",
"GPU");
DEFINE_bool(
readback_resolve, false,
"[D3D12 Only] Read render-to-texture results on the CPU. This may be "
"needed in some games, for instance, for screenshots in saved games, but "
"causes mid-frame synchronization, so it has a huge performance impact.",
"GPU");
DEFINE_bool(
readback_memexport, false,
"[D3D12 Only] Read data written by memory export in shaders on the CPU. "
"This may be needed in some games (but many only access exported data on "
"the GPU, and this flag isn't needed to handle such behavior), but causes "
"mid-frame synchronization, so it has a huge performance impact.",
"GPU");
namespace xe {
namespace gpu {
void CommonSaveGPUSetting(CommonGPUSetting setting, uint64_t value) {
// This should be written completely differently with support for different
// types.
void SaveGPUSetting(GPUSetting setting, uint64_t value) {
switch (setting) {
case CommonGPUSetting::ClearMemoryPageState:
OVERRIDE_bool(clear_memory_page_state, (bool)value);
case GPUSetting::ClearMemoryPageState:
OVERRIDE_bool(clear_memory_page_state, static_cast<bool>(value));
break;
case GPUSetting::ReadbackResolve:
OVERRIDE_bool(readback_resolve, static_cast<bool>(value));
break;
case GPUSetting::ReadbackMemexport:
OVERRIDE_bool(readback_memexport, static_cast<bool>(value));
break;
}
}
bool GetGPUSetting(GPUSetting setting) {
switch (setting) {
case GPUSetting::ClearMemoryPageState:
return cvars::clear_memory_page_state;
case GPUSetting::ReadbackResolve:
return cvars::readback_resolve;
case GPUSetting::ReadbackMemexport:
return cvars::readback_memexport;
}
return false;
}
using namespace xe::gpu::xenos;
CommandProcessor::CommandProcessor(GraphicsSystem* graphics_system,

View File

@ -33,11 +33,14 @@ class ByteStream;
namespace gpu {
enum class CommonGPUSetting {
enum class GPUSetting {
ClearMemoryPageState,
ReadbackResolve,
ReadbackMemexport
};
void CommonSaveGPUSetting(CommonGPUSetting setting, uint64_t value);
void SaveGPUSetting(GPUSetting setting, uint64_t value);
bool GetGPUSetting(GPUSetting setting);
class GraphicsSystem;
class Shader;

View File

@ -32,19 +32,7 @@ DEFINE_bool(d3d12_bindless, true,
"Use bindless resources where available - may improve performance, "
"but may make debugging more complicated.",
"D3D12");
DEFINE_bool(d3d12_readback_memexport, false,
"Read data written by memory export in shaders on the CPU. This "
"may be needed in some games (but many only access exported data "
"on the GPU, and this flag isn't needed to handle such behavior), "
"but causes mid-frame synchronization, so it has a huge "
"performance impact.",
"D3D12");
DEFINE_bool(d3d12_readback_resolve, false,
"Read render-to-texture results on the CPU. This may be needed in "
"some games, for instance, for screenshots in saved games, but "
"causes mid-frame synchronization, so it has a huge performance "
"impact.",
"D3D12");
DEFINE_bool(d3d12_submit_on_primary_buffer_end, true,
"Submit the command list when a PM4 primary buffer ends if it's "
"possible to submit immediately to try to reduce frame latency.",
@ -54,15 +42,6 @@ DECLARE_bool(clear_memory_page_state);
namespace xe {
namespace gpu {
void D3D12SaveGPUSetting(D3D12GPUSetting setting, uint64_t value) {
switch (setting) {
case D3D12GPUSetting::ReadbackResolve:
OVERRIDE_bool(d3d12_readback_resolve, (bool)value);
break;
}
}
namespace d3d12 {
// Generated with `xb buildshaders`.
@ -3011,7 +2990,7 @@ bool D3D12CommandProcessor::IssueDraw(xenos::PrimitiveType primitive_type,
memexport_range.base_address_dwords << 2, memexport_range.size_bytes,
false);
}
if (cvars::d3d12_readback_memexport) {
if (GetGPUSetting(GPUSetting::ReadbackResolve)) {
// Read the exported data on the CPU.
uint32_t memexport_total_size = 0;
for (const draw_util::MemExportRange& memexport_range :
@ -3091,7 +3070,7 @@ bool D3D12CommandProcessor::IssueCopy() {
if (!BeginSubmission(true)) {
return false;
}
if (!cvars::d3d12_readback_resolve) {
if (!GetGPUSetting(GPUSetting::ReadbackResolve)) {
uint32_t written_address, written_length;
return render_target_cache_->Resolve(*memory_, *shared_memory_,
*texture_cache_, written_address,