forked from suyu/suyu
Merge pull request #6464 from ameerj/disable-astc
textures: Add a toggle for GPU Accelerated ASTC decoder
This commit is contained in:
commit
973bf306ed
16 changed files with 1637 additions and 7 deletions
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@ -55,6 +55,7 @@ void LogSettings() {
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log_setting("Renderer_UseAsynchronousGpuEmulation",
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values.use_asynchronous_gpu_emulation.GetValue());
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log_setting("Renderer_UseNvdecEmulation", values.use_nvdec_emulation.GetValue());
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log_setting("Renderer_AccelerateASTC", values.accelerate_astc.GetValue());
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log_setting("Renderer_UseVsync", values.use_vsync.GetValue());
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log_setting("Renderer_UseAssemblyShaders", values.use_assembly_shaders.GetValue());
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log_setting("Renderer_UseAsynchronousShaders", values.use_asynchronous_shaders.GetValue());
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@ -135,6 +136,7 @@ void RestoreGlobalState(bool is_powered_on) {
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values.gpu_accuracy.SetGlobal(true);
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values.use_asynchronous_gpu_emulation.SetGlobal(true);
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values.use_nvdec_emulation.SetGlobal(true);
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values.accelerate_astc.SetGlobal(true);
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values.use_vsync.SetGlobal(true);
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values.use_assembly_shaders.SetGlobal(true);
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values.use_asynchronous_shaders.SetGlobal(true);
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@ -147,6 +147,7 @@ struct Values {
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Setting<GPUAccuracy> gpu_accuracy;
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Setting<bool> use_asynchronous_gpu_emulation;
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Setting<bool> use_nvdec_emulation;
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Setting<bool> accelerate_astc;
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Setting<bool> use_vsync;
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Setting<bool> use_assembly_shaders;
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Setting<bool> use_asynchronous_shaders;
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@ -230,6 +230,7 @@ void TelemetrySession::AddInitialInfo(Loader::AppLoader& app_loader,
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Settings::values.use_asynchronous_gpu_emulation.GetValue());
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AddField(field_type, "Renderer_UseNvdecEmulation",
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Settings::values.use_nvdec_emulation.GetValue());
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AddField(field_type, "Renderer_AccelerateASTC", Settings::values.accelerate_astc.GetValue());
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AddField(field_type, "Renderer_UseVsync", Settings::values.use_vsync.GetValue());
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AddField(field_type, "Renderer_UseAssemblyShaders",
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Settings::values.use_assembly_shaders.GetValue());
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@ -237,6 +237,7 @@ add_library(video_core STATIC
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texture_cache/util.cpp
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texture_cache/util.h
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textures/astc.h
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textures/astc.cpp
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textures/decoders.cpp
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textures/decoders.h
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textures/texture.cpp
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@ -763,7 +763,7 @@ void ComputeEndpoints(out uvec4 ep1, out uvec4 ep2, uint color_endpoint_mode) {
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case 1: {
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READ_UINT_VALUES(2)
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uint L0 = (v[0] >> 2) | (v[1] & 0xC0);
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uint L1 = max(L0 + (v[1] & 0x3F), 0xFFU);
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uint L1 = min(L0 + (v[1] & 0x3F), 0xFFU);
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ep1 = uvec4(0xFF, L0, L0, L0);
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ep2 = uvec4(0xFF, L1, L1, L1);
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break;
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@ -9,6 +9,8 @@
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#include <glad/glad.h>
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#include "common/settings.h"
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#include "video_core/renderer_opengl/gl_device.h"
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#include "video_core/renderer_opengl/gl_shader_manager.h"
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#include "video_core/renderer_opengl/gl_state_tracker.h"
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@ -307,7 +309,9 @@ void ApplySwizzle(GLuint handle, PixelFormat format, std::array<SwizzleSource, 4
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[[nodiscard]] bool CanBeAccelerated(const TextureCacheRuntime& runtime,
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const VideoCommon::ImageInfo& info) {
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return !runtime.HasNativeASTC() && IsPixelFormatASTC(info.format);
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if (IsPixelFormatASTC(info.format)) {
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return !runtime.HasNativeASTC() && Settings::values.accelerate_astc.GetValue();
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}
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// Disable other accelerated uploads for now as they don't implement swizzled uploads
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return false;
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switch (info.type) {
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@ -8,6 +8,7 @@
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#include <vector>
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#include "common/bit_cast.h"
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#include "common/settings.h"
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#include "video_core/engines/fermi_2d.h"
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#include "video_core/renderer_vulkan/blit_image.h"
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@ -828,7 +829,11 @@ Image::Image(TextureCacheRuntime& runtime, const ImageInfo& info_, GPUVAddr gpu_
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commit = runtime.memory_allocator.Commit(buffer, MemoryUsage::DeviceLocal);
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}
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if (IsPixelFormatASTC(info.format) && !runtime.device.IsOptimalAstcSupported()) {
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flags |= VideoCommon::ImageFlagBits::AcceleratedUpload;
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if (Settings::values.accelerate_astc.GetValue()) {
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flags |= VideoCommon::ImageFlagBits::AcceleratedUpload;
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} else {
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flags |= VideoCommon::ImageFlagBits::Converted;
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}
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}
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if (runtime.device.HasDebuggingToolAttached()) {
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if (image) {
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@ -47,6 +47,7 @@
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#include "video_core/texture_cache/formatter.h"
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#include "video_core/texture_cache/samples_helper.h"
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#include "video_core/texture_cache/util.h"
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#include "video_core/textures/astc.h"
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#include "video_core/textures/decoders.h"
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namespace VideoCommon {
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@ -884,8 +885,16 @@ void ConvertImage(std::span<const u8> input, const ImageInfo& info, std::span<u8
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ASSERT(copy.image_extent == mip_size);
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ASSERT(copy.buffer_row_length == Common::AlignUp(mip_size.width, tile_size.width));
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ASSERT(copy.buffer_image_height == Common::AlignUp(mip_size.height, tile_size.height));
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DecompressBC4(input.subspan(copy.buffer_offset), copy.image_extent,
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output.subspan(output_offset));
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if (IsPixelFormatASTC(info.format)) {
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ASSERT(copy.image_extent.depth == 1);
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Tegra::Texture::ASTC::Decompress(input.subspan(copy.buffer_offset),
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copy.image_extent.width, copy.image_extent.height,
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copy.image_subresource.num_layers, tile_size.width,
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tile_size.height, output.subspan(output_offset));
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} else {
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DecompressBC4(input.subspan(copy.buffer_offset), copy.image_extent,
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output.subspan(output_offset));
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}
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copy.buffer_offset = output_offset;
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copy.buffer_row_length = mip_size.width;
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copy.buffer_image_height = mip_size.height;
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1577
src/video_core/textures/astc.cpp
Normal file
1577
src/video_core/textures/astc.cpp
Normal file
File diff suppressed because it is too large
Load diff
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@ -129,4 +129,7 @@ struct AstcBufferData {
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decltype(REPLICATE_BYTE_TO_16_TABLE) replicate_byte_to_16 = REPLICATE_BYTE_TO_16_TABLE;
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} constexpr ASTC_BUFFER_DATA;
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void Decompress(std::span<const uint8_t> data, uint32_t width, uint32_t height, uint32_t depth,
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uint32_t block_width, uint32_t block_height, std::span<uint8_t> output);
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} // namespace Tegra::Texture::ASTC
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@ -809,6 +809,7 @@ void Config::ReadRendererValues() {
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QStringLiteral("use_asynchronous_gpu_emulation"), true);
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ReadSettingGlobal(Settings::values.use_nvdec_emulation, QStringLiteral("use_nvdec_emulation"),
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true);
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ReadSettingGlobal(Settings::values.accelerate_astc, QStringLiteral("accelerate_astc"), true);
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ReadSettingGlobal(Settings::values.use_vsync, QStringLiteral("use_vsync"), true);
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ReadSettingGlobal(Settings::values.use_assembly_shaders, QStringLiteral("use_assembly_shaders"),
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false);
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@ -1392,6 +1393,7 @@ void Config::SaveRendererValues() {
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Settings::values.use_asynchronous_gpu_emulation, true);
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WriteSettingGlobal(QStringLiteral("use_nvdec_emulation"), Settings::values.use_nvdec_emulation,
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true);
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WriteSettingGlobal(QStringLiteral("accelerate_astc"), Settings::values.accelerate_astc, true);
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WriteSettingGlobal(QStringLiteral("use_vsync"), Settings::values.use_vsync, true);
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WriteSettingGlobal(QStringLiteral("use_assembly_shaders"),
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Settings::values.use_assembly_shaders, false);
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@ -70,10 +70,12 @@ void ConfigureGraphics::SetConfiguration() {
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ui->use_asynchronous_gpu_emulation->setEnabled(runtime_lock);
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ui->use_disk_shader_cache->setEnabled(runtime_lock);
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ui->use_nvdec_emulation->setEnabled(runtime_lock);
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ui->accelerate_astc->setEnabled(runtime_lock);
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ui->use_disk_shader_cache->setChecked(Settings::values.use_disk_shader_cache.GetValue());
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ui->use_asynchronous_gpu_emulation->setChecked(
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Settings::values.use_asynchronous_gpu_emulation.GetValue());
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ui->use_nvdec_emulation->setChecked(Settings::values.use_nvdec_emulation.GetValue());
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ui->accelerate_astc->setChecked(Settings::values.accelerate_astc.GetValue());
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if (Settings::IsConfiguringGlobal()) {
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ui->api->setCurrentIndex(static_cast<int>(Settings::values.renderer_backend.GetValue()));
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@ -118,6 +120,8 @@ void ConfigureGraphics::ApplyConfiguration() {
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use_asynchronous_gpu_emulation);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_nvdec_emulation,
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ui->use_nvdec_emulation, use_nvdec_emulation);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.accelerate_astc, ui->accelerate_astc,
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accelerate_astc);
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if (Settings::IsConfiguringGlobal()) {
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// Guard if during game and set to game-specific value
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@ -254,6 +258,7 @@ void ConfigureGraphics::SetupPerGameUI() {
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ui->use_asynchronous_gpu_emulation->setEnabled(
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Settings::values.use_asynchronous_gpu_emulation.UsingGlobal());
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ui->use_nvdec_emulation->setEnabled(Settings::values.use_nvdec_emulation.UsingGlobal());
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ui->accelerate_astc->setEnabled(Settings::values.accelerate_astc.UsingGlobal());
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ui->use_disk_shader_cache->setEnabled(Settings::values.use_disk_shader_cache.UsingGlobal());
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ui->bg_button->setEnabled(Settings::values.bg_red.UsingGlobal());
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@ -269,6 +274,8 @@ void ConfigureGraphics::SetupPerGameUI() {
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ui->use_disk_shader_cache, Settings::values.use_disk_shader_cache, use_disk_shader_cache);
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ConfigurationShared::SetColoredTristate(
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ui->use_nvdec_emulation, Settings::values.use_nvdec_emulation, use_nvdec_emulation);
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ConfigurationShared::SetColoredTristate(ui->accelerate_astc, Settings::values.accelerate_astc,
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accelerate_astc);
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ConfigurationShared::SetColoredTristate(ui->use_asynchronous_gpu_emulation,
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Settings::values.use_asynchronous_gpu_emulation,
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use_asynchronous_gpu_emulation);
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@ -47,6 +47,7 @@ private:
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QColor bg_color;
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ConfigurationShared::CheckState use_nvdec_emulation;
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ConfigurationShared::CheckState accelerate_astc;
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ConfigurationShared::CheckState use_disk_shader_cache;
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ConfigurationShared::CheckState use_asynchronous_gpu_emulation;
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@ -104,6 +104,13 @@
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</property>
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</widget>
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</item>
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<item>
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<widget class="QCheckBox" name="accelerate_astc">
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<property name="text">
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<string>Accelerate ASTC texture decoding</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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<widget class="QWidget" name="fullscreen_mode_layout" native="true">
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<layout class="QHBoxLayout" name="horizontalLayout_1">
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@ -447,8 +447,10 @@ void Config::ReadValues() {
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sdl2_config->GetBoolean("Renderer", "use_assembly_shaders", true));
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Settings::values.use_asynchronous_shaders.SetValue(
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sdl2_config->GetBoolean("Renderer", "use_asynchronous_shaders", false));
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Settings::values.use_asynchronous_shaders.SetValue(
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sdl2_config->GetBoolean("Renderer", "use_asynchronous_shaders", false));
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Settings::values.use_nvdec_emulation.SetValue(
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sdl2_config->GetBoolean("Renderer", "use_nvdec_emulation", true));
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Settings::values.accelerate_astc.SetValue(
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sdl2_config->GetBoolean("Renderer", "accelerate_astc", true));
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Settings::values.use_fast_gpu_time.SetValue(
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sdl2_config->GetBoolean("Renderer", "use_fast_gpu_time", true));
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@ -194,6 +194,14 @@ use_assembly_shaders =
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# 0 (default): Off, 1: On
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use_asynchronous_shaders =
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# Enable NVDEC emulation.
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# 0: Off, 1 (default): On
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use_nvdec_emulation =
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# Accelerate ASTC texture decoding.
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# 0: Off, 1 (default): On
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accelerate_astc =
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# Turns on the frame limiter, which will limit frames output to the target game speed
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# 0: Off, 1: On (default)
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use_frame_limit =
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