early-access version 2921
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parent
27a2d0cdb2
commit
d28868920d
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yuzu emulator early access
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yuzu emulator early access
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=============
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=============
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This is the source code for early-access 2920.
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This is the source code for early-access 2921.
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## Legal Notice
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## Legal Notice
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@ -195,6 +195,7 @@ void RestoreGlobalState(bool is_powered_on) {
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values.shader_backend.SetGlobal(true);
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values.shader_backend.SetGlobal(true);
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values.use_asynchronous_shaders.SetGlobal(true);
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values.use_asynchronous_shaders.SetGlobal(true);
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values.use_fast_gpu_time.SetGlobal(true);
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values.use_fast_gpu_time.SetGlobal(true);
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values.use_pessimistic_flushes.SetGlobal(true);
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values.bg_red.SetGlobal(true);
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values.bg_red.SetGlobal(true);
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values.bg_green.SetGlobal(true);
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values.bg_green.SetGlobal(true);
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values.bg_blue.SetGlobal(true);
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values.bg_blue.SetGlobal(true);
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@ -446,6 +446,7 @@ struct Values {
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ShaderBackend::SPIRV, "shader_backend"};
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ShaderBackend::SPIRV, "shader_backend"};
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SwitchableSetting<bool> use_asynchronous_shaders{false, "use_asynchronous_shaders"};
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SwitchableSetting<bool> use_asynchronous_shaders{false, "use_asynchronous_shaders"};
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SwitchableSetting<bool> use_fast_gpu_time{true, "use_fast_gpu_time"};
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SwitchableSetting<bool> use_fast_gpu_time{true, "use_fast_gpu_time"};
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SwitchableSetting<bool> use_pessimistic_flushes{false, "use_pessimistic_flushes"};
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SwitchableSetting<u8> bg_red{0, "bg_red"};
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SwitchableSetting<u8> bg_red{0, "bg_red"};
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SwitchableSetting<u8> bg_green{0, "bg_green"};
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SwitchableSetting<u8> bg_green{0, "bg_green"};
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@ -12,6 +12,7 @@
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#include "common/common_funcs.h"
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#include "common/common_funcs.h"
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#include "common/common_types.h"
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#include "common/common_types.h"
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#include "common/div_ceil.h"
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#include "common/div_ceil.h"
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#include "common/settings.h"
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#include "core/memory.h"
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#include "core/memory.h"
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namespace VideoCommon {
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namespace VideoCommon {
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@ -219,7 +220,9 @@ public:
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NotifyRasterizer<false>(word_index, untracked_words[word_index], cached_bits);
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NotifyRasterizer<false>(word_index, untracked_words[word_index], cached_bits);
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untracked_words[word_index] |= cached_bits;
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untracked_words[word_index] |= cached_bits;
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cpu_words[word_index] |= cached_bits;
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cpu_words[word_index] |= cached_bits;
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cached_words[word_index] = 0;
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if (!Settings::values.use_pessimistic_flushes) {
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cached_words[word_index] = 0;
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}
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}
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}
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}
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}
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@ -70,10 +70,17 @@ VkViewport GetViewportState(const Device& device, const Maxwell& regs, size_t in
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const float width = conv(src.scale_x * 2.0f);
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const float width = conv(src.scale_x * 2.0f);
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float y = conv(src.translate_y - src.scale_y);
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float y = conv(src.translate_y - src.scale_y);
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float height = conv(src.scale_y * 2.0f);
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float height = conv(src.scale_y * 2.0f);
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if (regs.screen_y_control.y_negate) {
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bool y_negate = regs.screen_y_control.y_negate;
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if (!device.IsNvViewportSwizzleSupported()) {
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y_negate = y_negate != (src.swizzle.y == Maxwell::ViewportSwizzle::NegativeY);
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}
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if (y_negate) {
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y += height;
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y += height;
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height = -height;
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height = -height;
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}
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}
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const float reduce_z = regs.depth_mode == Maxwell::DepthMode::MinusOneToOne ? 1.0f : 0.0f;
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const float reduce_z = regs.depth_mode == Maxwell::DepthMode::MinusOneToOne ? 1.0f : 0.0f;
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VkViewport viewport{
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VkViewport viewport{
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.x = x,
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.x = x,
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@ -684,6 +684,7 @@ void Config::ReadRendererValues() {
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ReadGlobalSetting(Settings::values.shader_backend);
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ReadGlobalSetting(Settings::values.shader_backend);
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ReadGlobalSetting(Settings::values.use_asynchronous_shaders);
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ReadGlobalSetting(Settings::values.use_asynchronous_shaders);
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ReadGlobalSetting(Settings::values.use_fast_gpu_time);
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ReadGlobalSetting(Settings::values.use_fast_gpu_time);
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ReadGlobalSetting(Settings::values.use_pessimistic_flushes);
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ReadGlobalSetting(Settings::values.bg_red);
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ReadGlobalSetting(Settings::values.bg_red);
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ReadGlobalSetting(Settings::values.bg_green);
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ReadGlobalSetting(Settings::values.bg_green);
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ReadGlobalSetting(Settings::values.bg_blue);
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ReadGlobalSetting(Settings::values.bg_blue);
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@ -1300,6 +1301,7 @@ void Config::SaveRendererValues() {
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Settings::values.shader_backend.UsingGlobal());
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Settings::values.shader_backend.UsingGlobal());
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WriteGlobalSetting(Settings::values.use_asynchronous_shaders);
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WriteGlobalSetting(Settings::values.use_asynchronous_shaders);
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WriteGlobalSetting(Settings::values.use_fast_gpu_time);
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WriteGlobalSetting(Settings::values.use_fast_gpu_time);
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WriteGlobalSetting(Settings::values.use_pessimistic_flushes);
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WriteGlobalSetting(Settings::values.bg_red);
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WriteGlobalSetting(Settings::values.bg_red);
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WriteGlobalSetting(Settings::values.bg_green);
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WriteGlobalSetting(Settings::values.bg_green);
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WriteGlobalSetting(Settings::values.bg_blue);
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WriteGlobalSetting(Settings::values.bg_blue);
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@ -28,6 +28,7 @@ void ConfigureGraphicsAdvanced::SetConfiguration() {
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ui->use_vsync->setChecked(Settings::values.use_vsync.GetValue());
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ui->use_vsync->setChecked(Settings::values.use_vsync.GetValue());
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ui->use_asynchronous_shaders->setChecked(Settings::values.use_asynchronous_shaders.GetValue());
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ui->use_asynchronous_shaders->setChecked(Settings::values.use_asynchronous_shaders.GetValue());
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ui->use_fast_gpu_time->setChecked(Settings::values.use_fast_gpu_time.GetValue());
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ui->use_fast_gpu_time->setChecked(Settings::values.use_fast_gpu_time.GetValue());
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ui->use_pessimistic_flushes->setChecked(Settings::values.use_pessimistic_flushes.GetValue());
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if (Settings::IsConfiguringGlobal()) {
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if (Settings::IsConfiguringGlobal()) {
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ui->gpu_accuracy->setCurrentIndex(
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ui->gpu_accuracy->setCurrentIndex(
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@ -55,6 +56,8 @@ void ConfigureGraphicsAdvanced::ApplyConfiguration() {
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use_asynchronous_shaders);
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use_asynchronous_shaders);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_fast_gpu_time,
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_fast_gpu_time,
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ui->use_fast_gpu_time, use_fast_gpu_time);
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ui->use_fast_gpu_time, use_fast_gpu_time);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_pessimistic_flushes,
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ui->use_pessimistic_flushes, use_pessimistic_flushes);
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}
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}
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void ConfigureGraphicsAdvanced::changeEvent(QEvent* event) {
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void ConfigureGraphicsAdvanced::changeEvent(QEvent* event) {
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ui->use_asynchronous_shaders->setEnabled(
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ui->use_asynchronous_shaders->setEnabled(
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Settings::values.use_asynchronous_shaders.UsingGlobal());
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Settings::values.use_asynchronous_shaders.UsingGlobal());
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ui->use_fast_gpu_time->setEnabled(Settings::values.use_fast_gpu_time.UsingGlobal());
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ui->use_fast_gpu_time->setEnabled(Settings::values.use_fast_gpu_time.UsingGlobal());
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ui->use_pessimistic_flushes->setEnabled(
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Settings::values.use_pessimistic_flushes.UsingGlobal());
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ui->anisotropic_filtering_combobox->setEnabled(
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ui->anisotropic_filtering_combobox->setEnabled(
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Settings::values.max_anisotropy.UsingGlobal());
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Settings::values.max_anisotropy.UsingGlobal());
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@ -89,6 +94,9 @@ void ConfigureGraphicsAdvanced::SetupPerGameUI() {
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use_asynchronous_shaders);
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use_asynchronous_shaders);
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ConfigurationShared::SetColoredTristate(ui->use_fast_gpu_time,
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ConfigurationShared::SetColoredTristate(ui->use_fast_gpu_time,
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Settings::values.use_fast_gpu_time, use_fast_gpu_time);
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Settings::values.use_fast_gpu_time, use_fast_gpu_time);
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ConfigurationShared::SetColoredTristate(ui->use_pessimistic_flushes,
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Settings::values.use_pessimistic_flushes,
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use_pessimistic_flushes);
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ConfigurationShared::SetColoredComboBox(
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ConfigurationShared::SetColoredComboBox(
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ui->gpu_accuracy, ui->label_gpu_accuracy,
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ui->gpu_accuracy, ui->label_gpu_accuracy,
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static_cast<int>(Settings::values.gpu_accuracy.GetValue(true)));
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static_cast<int>(Settings::values.gpu_accuracy.GetValue(true)));
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ConfigurationShared::CheckState use_vsync;
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ConfigurationShared::CheckState use_vsync;
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ConfigurationShared::CheckState use_asynchronous_shaders;
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ConfigurationShared::CheckState use_asynchronous_shaders;
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ConfigurationShared::CheckState use_fast_gpu_time;
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ConfigurationShared::CheckState use_fast_gpu_time;
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ConfigurationShared::CheckState use_pessimistic_flushes;
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const Core::System& system;
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const Core::System& system;
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};
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};
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</property>
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</property>
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</widget>
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</widget>
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</item>
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</item>
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<item>
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<widget class="QCheckBox" name="use_pessimistic_flushes">
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<property name="toolTip">
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<string>Enables pessimistic buffer flushes. This option will force unmodified buffers to be flushed, which can cost performance.</string>
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</property>
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<property name="text">
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<string>Use pessimistic buffer flushes (Hack)</string>
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</property>
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</widget>
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</item>
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<item>
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<item>
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<widget class="QWidget" name="af_layout" native="true">
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<widget class="QWidget" name="af_layout" native="true">
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<layout class="QHBoxLayout" name="horizontalLayout_1">
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<layout class="QHBoxLayout" name="horizontalLayout_1">
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ReadSetting("Renderer", Settings::values.nvdec_emulation);
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ReadSetting("Renderer", Settings::values.nvdec_emulation);
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ReadSetting("Renderer", Settings::values.accelerate_astc);
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ReadSetting("Renderer", Settings::values.accelerate_astc);
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ReadSetting("Renderer", Settings::values.use_fast_gpu_time);
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ReadSetting("Renderer", Settings::values.use_fast_gpu_time);
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ReadSetting("Renderer", Settings::values.use_pessimistic_flushes);
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ReadSetting("Renderer", Settings::values.bg_red);
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ReadSetting("Renderer", Settings::values.bg_red);
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ReadSetting("Renderer", Settings::values.bg_green);
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ReadSetting("Renderer", Settings::values.bg_green);
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# 0: Off, 1 (default): On
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# 0: Off, 1 (default): On
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use_fast_gpu_time =
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use_fast_gpu_time =
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# Force unmodified buffers to be flushed, which can cost performance.
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# 0: Off (default), 1: On
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use_pessimistic_flushes =
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# Whether to use garbage collection or not for GPU caches.
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# Whether to use garbage collection or not for GPU caches.
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# 0 (default): Off, 1: On
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# 0 (default): Off, 1: On
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use_caches_gc =
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use_caches_gc =
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