72 lines
2.1 KiB
Markdown
72 lines
2.1 KiB
Markdown
# GPU Documentation
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## Options
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### General
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See the top of [src/xenia/gpu/gpu.cc](https://github.com/benvanik/xenia/blob/master/src/xenia/gpu/gpu.cc).
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`--vsync=false` will attempt to render the game as fast as possible instead of
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waiting for a fixed 60hz timer.
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### OpenGL
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See the top of [src/xenia/gpu/gl4/gl4_gpu.cc](https://github.com/benvanik/xenia/blob/master/src/xenia/gpu/gl4/gl4_gpu.cc).
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Buggy GL implementations can benefit from `--thread_safe_gl`.
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## Tools
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### Shader Dumps
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Adding `--dump_shaders=path/` will write all translated shaders to the given
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path with names based on input hash (so they'll be stable across runs).
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### xe-gpu-trace-viewer
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To quickly iterate on graphical issues, xenia can dump frames (or sequences of
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frames) while running that can be opened and inspected in a separate app.
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The basic workflow is:
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1. Capture the frame in game (using F4) or a stream of frames.
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2. Add the file path to the xe-gpu-trace-viewer Debugging command line in
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Visual Studio.
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3. Launch xe-gpu-trace-viewer.
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4. Poke around, find issues, etc.
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5. Modify code.
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6. Build and relaunch.
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7. Goto 4.
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#### Capturing Frames
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First, specify a path to capture traces to with
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`--trace_gpu_prefix=path/file_prefix_`. All files will have a randomish name
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based on that.
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When running xenia.exe you can hit F4 at any time to capture the next frame the
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game tries to draw (up until a VdSwap call). The file can be used immediately.
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#### Capturing Sequences
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Passing `--trace_gpu_stream` will write all frames rendered to a file, allowing
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you to seek through them in the trace viewer. These files will get large.
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## References
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### Command Buffer/Registers
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### Shaders
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* [LLVM R600 Tables](https://llvm.org/viewvc/llvm-project/llvm/trunk/lib/Target/R600/R600Instructions.td)
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** The opcode formats don't match, but the name->psuedo code is correct.
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* [xemit](https://github.com/gligli/libxemit/blob/master/xemitops.c)
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## Tools
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### apitrace
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[apitrace](http://apitrace.github.io/) can be used to capture and replay D3D11
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call streams. To disable stdout spew first set `XE_OPTION_ENABLE_LOGGING` to 0
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in `logging.h`.
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