xenia-canary/docs/gpu.md

2.1 KiB

GPU Documentation

Options

General

See the top of src/xenia/gpu/gpu.cc.

--vsync=false will attempt to render the game as fast as possible instead of waiting for a fixed 60hz timer.

OpenGL

See the top of src/xenia/gpu/gl4/gl4_gpu.cc.

Buggy GL implementations can benefit from --thread_safe_gl.

Tools

Shader Dumps

Adding --dump_shaders=path/ will write all translated shaders to the given path with names based on input hash (so they'll be stable across runs).

xe-gpu-trace-viewer

To quickly iterate on graphical issues, xenia can dump frames (or sequences of frames) while running that can be opened and inspected in a separate app.

The basic workflow is:

  1. Capture the frame in game (using F4) or a stream of frames.
  2. Add the file path to the xe-gpu-trace-viewer Debugging command line in Visual Studio.
  3. Launch xe-gpu-trace-viewer.
  4. Poke around, find issues, etc.
  5. Modify code.
  6. Build and relaunch.
  7. Goto 4.

Capturing Frames

First, specify a path to capture traces to with --trace_gpu_prefix=path/file_prefix_. All files will have a randomish name based on that.

When running xenia.exe you can hit F4 at any time to capture the next frame the game tries to draw (up until a VdSwap call). The file can be used immediately.

Capturing Sequences

Passing --trace_gpu_stream will write all frames rendered to a file, allowing you to seek through them in the trace viewer. These files will get large.

References

Command Buffer/Registers

Shaders

Tools

apitrace

apitrace can be used to capture and replay D3D11 call streams. To disable stdout spew first set XE_OPTION_ENABLE_LOGGING to 0 in logging.h.