Add option to only optimize SPIRV during load (#13)
Adds a new option "On Load" to the "Optimize SPIRV output" option that turns on optimizations during the loading of the shader cache from disk, but turns it off after that. The previous checkbox states have been named "Never" for unchecked and "Always" for checked. The idea is that once the shader cache has most of the shaders in a game cached they can be optimized during initial game startup (where a performance hit matters less) and the few shaders that get compiled during runtime are not optimized to reduce performance hits. Most of the commit is adding the setting to the Android app, the main logic is in the `gl_shader_cache.cpp` and `vk_pipeline_cache.cpp` files. Reviewed-on: http://vub63vv26q6v27xzv2dtcd25xumubshogm67yrpaz2rculqxs7jlfqad.onion/torzu-emu/torzu/pulls/13 Co-authored-by: echosys <echosys@noreply.localhost> Co-committed-by: echosys <echosys@noreply.localhost>
This commit is contained in:
parent
224ec03070
commit
7e27e6476d
15 changed files with 72 additions and 9 deletions
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@ -18,6 +18,7 @@ enum class IntSetting(override val key: String) : AbstractIntSetting {
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RENDERER_ANTI_ALIASING("anti_aliasing"),
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RENDERER_SCREEN_LAYOUT("screen_layout"),
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RENDERER_ASPECT_RATIO("aspect_ratio"),
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RENDERER_OPTIMIZE_SPIRV_OUTPUT("optimize_spirv_output"),
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AUDIO_OUTPUT_ENGINE("output_engine"),
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MAX_ANISOTROPY("max_anisotropy"),
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THEME("theme"),
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@ -117,4 +117,15 @@ object Settings {
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entries.firstOrNull { it.int == int } ?: Center
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}
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}
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enum class OptimizeSpirvOutput(val int: Int) {
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Never(0),
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OnLoad(1),
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Always(2);
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companion object {
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fun from(int: Int): OptimizeSpirvOutput =
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entries.firstOrNull { it.int == int } ?: OnLoad
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}
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}
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}
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@ -291,6 +291,15 @@ abstract class SettingsItem(
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descriptionId = R.string.renderer_force_max_clock_description
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)
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)
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put(
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SingleChoiceSetting(
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IntSetting.RENDERER_OPTIMIZE_SPIRV_OUTPUT,
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titleId = R.string.renderer_optimize_spirv_output,
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descriptionId = 0,
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choicesId = R.array.optimizeSpirvOutputEntries,
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valuesId = R.array.optimizeSpirvOutputValues
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)
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)
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put(
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SwitchSetting(
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BooleanSetting.RENDERER_ASYNCHRONOUS_SHADERS,
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@ -177,6 +177,7 @@ class SettingsFragmentPresenter(
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add(IntSetting.RENDERER_SCREEN_LAYOUT.key)
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add(IntSetting.RENDERER_ASPECT_RATIO.key)
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add(IntSetting.VERTICAL_ALIGNMENT.key)
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add(IntSetting.RENDERER_OPTIMIZE_SPIRV_OUTPUT.key)
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add(BooleanSetting.PICTURE_IN_PICTURE.key)
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add(BooleanSetting.RENDERER_USE_DISK_SHADER_CACHE.key)
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add(BooleanSetting.RENDERER_FORCE_MAX_CLOCK.key)
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@ -303,4 +303,15 @@
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<item>2</item>
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</integer-array>
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<string-array name="optimizeSpirvOutputEntries">
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<item>@string/never</item>
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<item>@string/on_load</item>
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<item>@string/always</item>
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</string-array>
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<integer-array name="optimizeSpirvOutputValues">
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<item>0</item>
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<item>1</item>
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<item>2</item>
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</integer-array>
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</resources>
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@ -234,6 +234,7 @@
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<string name="renderer_anti_aliasing">Anti-aliasing method</string>
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<string name="renderer_force_max_clock">Force maximum clocks (Adreno only)</string>
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<string name="renderer_force_max_clock_description">Forces the GPU to run at the maximum possible clocks (thermal constraints will still be applied).</string>
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<string name="renderer_optimize_spirv_output">Optimize SPIRV output</string>
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<string name="renderer_asynchronous_shaders">Use asynchronous shaders</string>
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<string name="renderer_asynchronous_shaders_description">Compiles shaders asynchronously, reducing stutter but may introduce glitches.</string>
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<string name="renderer_reactive_flushing">Use reactive flushing</string>
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@ -662,6 +663,11 @@
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<string name="center">Center</string>
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<string name="bottom">Bottom</string>
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<!-- Optimize SPIRV output -->
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<string name="never">Never</string>
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<string name="on_load">On Load</string>
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<string name="always">Always</string>
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<!-- Licenses screen strings -->
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<string name="licenses">Licenses</string>
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<string name="license_fidelityfx_fsr" translatable="false">FidelityFX-FSR</string>
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@ -52,6 +52,7 @@ SWITCHABLE(NvdecEmulation, false);
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SWITCHABLE(Region, true);
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SWITCHABLE(RendererBackend, true);
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SWITCHABLE(ScalingFilter, false);
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SWITCHABLE(SpirvOptimizeMode, true);
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SWITCHABLE(ShaderBackend, true);
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SWITCHABLE(TimeZone, true);
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SETTING(VSyncMode, true);
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@ -73,6 +73,7 @@ SWITCHABLE(NvdecEmulation, false);
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SWITCHABLE(Region, true);
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SWITCHABLE(RendererBackend, true);
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SWITCHABLE(ScalingFilter, false);
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SWITCHABLE(SpirvOptimizeMode, true);
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SWITCHABLE(ShaderBackend, true);
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SWITCHABLE(TimeZone, true);
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SETTING(VSyncMode, true);
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@ -278,7 +279,11 @@ struct Values {
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SwitchableSetting<bool> use_disk_shader_cache{linkage, true, "use_disk_shader_cache",
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Category::Renderer};
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SwitchableSetting<bool> optimize_spirv_output{linkage, false, "optimize_spirv_output",
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SwitchableSetting<SpirvOptimizeMode, true> optimize_spirv_output{linkage,
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SpirvOptimizeMode::OnLoad,
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SpirvOptimizeMode::Never,
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SpirvOptimizeMode::Always,
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"optimize_spirv_output",
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Category::Renderer};
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SwitchableSetting<bool> use_asynchronous_gpu_emulation{
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linkage, true, "use_asynchronous_gpu_emulation", Category::Renderer};
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@ -155,6 +155,8 @@ ENUM(ConsoleMode, Handheld, Docked);
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ENUM(AppletMode, HLE, LLE);
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ENUM(SpirvOptimizeMode, Never, OnLoad, Always)
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template <typename Type>
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inline std::string CanonicalizeEnum(Type id) {
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const auto group = EnumMetadata<Type>::Canonicalizations();
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@ -178,6 +178,7 @@ ShaderCache::ShaderCache(Tegra::MaxwellDeviceMemoryManager& device_memory_,
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state_tracker{state_tracker_}, shader_notify{shader_notify_},
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use_asynchronous_shaders{device.UseAsynchronousShaders()},
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strict_context_required{device.StrictContextRequired()},
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optimize_spirv_output{Settings::values.optimize_spirv_output.GetValue() != Settings::SpirvOptimizeMode::Never},
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profile{
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.supported_spirv = 0x00010000,
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@ -344,6 +345,10 @@ void ShaderCache::LoadDiskResources(u64 title_id, std::stop_token stop_loading,
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if (!use_asynchronous_shaders) {
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workers.reset();
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}
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if (Settings::values.optimize_spirv_output.GetValue() != Settings::SpirvOptimizeMode::Always) {
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this->optimize_spirv_output = false;
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}
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}
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GraphicsPipeline* ShaderCache::CurrentGraphicsPipeline() {
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@ -538,8 +543,7 @@ std::unique_ptr<GraphicsPipeline> ShaderCache::CreateGraphicsPipeline(
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case Settings::ShaderBackend::SpirV:
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ConvertLegacyToGeneric(program, runtime_info);
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sources_spirv[stage_index] =
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EmitSPIRV(profile, runtime_info, program, binding,
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Settings::values.optimize_spirv_output.GetValue());
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EmitSPIRV(profile, runtime_info, program, binding, this->optimize_spirv_output);
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break;
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}
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previous_program = &program;
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@ -598,7 +602,7 @@ std::unique_ptr<ComputePipeline> ShaderCache::CreateComputePipeline(
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code = EmitGLASM(profile, info, program);
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break;
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case Settings::ShaderBackend::SpirV:
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code_spirv = EmitSPIRV(profile, program, Settings::values.optimize_spirv_output.GetValue());
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code_spirv = EmitSPIRV(profile, program, this->optimize_spirv_output);
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break;
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}
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@ -73,6 +73,7 @@ private:
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VideoCore::ShaderNotify& shader_notify;
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const bool use_asynchronous_shaders;
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const bool strict_context_required;
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bool optimize_spirv_output{};
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GraphicsPipelineKey graphics_key{};
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GraphicsPipeline* current_pipeline{};
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@ -310,6 +310,7 @@ PipelineCache::PipelineCache(Tegra::MaxwellDeviceMemoryManager& device_memory_,
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texture_cache{texture_cache_}, shader_notify{shader_notify_},
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use_asynchronous_shaders{Settings::values.use_asynchronous_shaders.GetValue()},
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use_vulkan_pipeline_cache{Settings::values.use_vulkan_driver_pipeline_cache.GetValue()},
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optimize_spirv_output{Settings::values.optimize_spirv_output.GetValue() != Settings::SpirvOptimizeMode::Never},
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workers(device.HasBrokenParallelShaderCompiling() ? 1ULL : GetTotalPipelineWorkers(),
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"VkPipelineBuilder"),
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serialization_thread(1, "VkPipelineSerialization") {
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@ -564,6 +565,10 @@ void PipelineCache::LoadDiskResources(u64 title_id, std::stop_token stop_loading
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if (state.statistics) {
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state.statistics->Report();
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}
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if (Settings::values.optimize_spirv_output.GetValue() != Settings::SpirvOptimizeMode::Always) {
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this->optimize_spirv_output = false;
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}
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}
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GraphicsPipeline* PipelineCache::CurrentGraphicsPipelineSlowPath() {
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@ -673,8 +678,7 @@ std::unique_ptr<GraphicsPipeline> PipelineCache::CreateGraphicsPipeline(
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const auto runtime_info{MakeRuntimeInfo(programs, key, program, previous_stage)};
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ConvertLegacyToGeneric(program, runtime_info);
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const std::vector<u32> code{EmitSPIRV(profile, runtime_info, program, binding,
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Settings::values.optimize_spirv_output.GetValue())};
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const std::vector<u32> code{EmitSPIRV(profile, runtime_info, program, binding, this->optimize_spirv_output)};
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device.SaveShader(code);
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modules[stage_index] = BuildShader(device, code);
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if (device.HasDebuggingToolAttached()) {
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@ -768,8 +772,7 @@ std::unique_ptr<ComputePipeline> PipelineCache::CreateComputePipeline(
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}
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auto program{TranslateProgram(pools.inst, pools.block, env, cfg, host_info)};
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const std::vector<u32> code{
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EmitSPIRV(profile, program, Settings::values.optimize_spirv_output.GetValue())};
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const std::vector<u32> code{EmitSPIRV(profile, program, this->optimize_spirv_output)};
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device.SaveShader(code);
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vk::ShaderModule spv_module{BuildShader(device, code)};
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if (device.HasDebuggingToolAttached()) {
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@ -150,6 +150,7 @@ private:
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VideoCore::ShaderNotify& shader_notify;
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bool use_asynchronous_shaders{};
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bool use_vulkan_pipeline_cache{};
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bool optimize_spirv_output{};
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GraphicsPipelineCacheKey graphics_key{};
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GraphicsPipeline* current_pipeline{};
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@ -319,6 +319,12 @@ std::unique_ptr<ComboboxTranslationMap> ComboboxEnumeration(QWidget* parent) {
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PAIR(AppletMode, LLE, tr("Real applet")),
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}});
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translations->insert({Settings::EnumMetadata<Settings::SpirvOptimizeMode>::Index(),
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{
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PAIR(SpirvOptimizeMode, Never, tr("Never")),
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PAIR(SpirvOptimizeMode, OnLoad, tr("On Load")),
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PAIR(SpirvOptimizeMode, Always, tr("Always")),
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}});
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translations->insert({Settings::EnumMetadata<Settings::AstcDecodeMode>::Index(),
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{
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PAIR(AstcDecodeMode, Cpu, tr("CPU")),
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@ -277,3 +277,4 @@ Q_DECLARE_METATYPE(Settings::RendererBackend);
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Q_DECLARE_METATYPE(Settings::ShaderBackend);
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Q_DECLARE_METATYPE(Settings::AstcRecompression);
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Q_DECLARE_METATYPE(Settings::AstcDecodeMode);
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Q_DECLARE_METATYPE(Settings::SpirvOptimizeMode);
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