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synced 2024-11-23 23:31:05 +01:00
Implement game render thread delay (#180)
More details: https://www.reddit.com/r/Citra/comments/1e1v4e1/fixing_luigis_mansion_2_performance_issues_once/
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cc220928bd
commit
e90795b616
@ -40,7 +40,8 @@ enum class IntSetting(
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VSYNC("use_vsync_new", Settings.SECTION_RENDERER, 1),
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DEBUG_RENDERER("renderer_debug", Settings.SECTION_DEBUG, 0),
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TEXTURE_FILTER("texture_filter", Settings.SECTION_RENDERER, 0),
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USE_FRAME_LIMIT("use_frame_limit", Settings.SECTION_RENDERER, 1);
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USE_FRAME_LIMIT("use_frame_limit", Settings.SECTION_RENDERER, 1),
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DELAY_RENDER_THREAD_US("delay_game_render_thread_us", Settings.SECTION_RENDERER, 0);
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override var int: Int = defaultValue
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@ -729,6 +729,18 @@ class SettingsFragmentPresenter(private val fragmentView: SettingsFragmentView)
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IntSetting.TEXTURE_FILTER.defaultValue
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)
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)
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add(
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SliderSetting(
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IntSetting.DELAY_RENDER_THREAD_US,
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R.string.delay_render_thread,
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R.string.delay_render_thread_description,
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0,
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16000,
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" μs",
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IntSetting.DELAY_RENDER_THREAD_US.key,
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IntSetting.DELAY_RENDER_THREAD_US.defaultValue.toFloat()
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)
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)
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add(HeaderSetting(R.string.stereoscopy))
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add(
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@ -169,6 +169,7 @@ void Config::ReadValues() {
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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_blue);
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ReadSetting("Renderer", Settings::values.delay_game_render_thread_us);
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// Layout
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Settings::values.layout_option = static_cast<Settings::LayoutOption>(sdl2_config->GetInteger(
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@ -175,6 +175,10 @@ anaglyph_shader_name =
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# 0: Nearest, 1 (default): Linear
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filter_mode =
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# Delays the game render thread by the specified amount of microseconds
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# Set to 0 for no delay, only useful in dynamic-fps games to simulate GPU delay.
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delay_game_render_thread_us =
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[Layout]
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# Layout for the screen inside the render window.
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# 0 (default): Default Top Bottom Screen, 1: Single Screen Only, 2: Large Screen Small Screen, 3: Side by Side
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@ -663,5 +663,7 @@ Se esperan fallos gráficos temporales cuando ésta esté activado.</string>
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<string name="artic_base_connect">Conectar con Artic Base</string>
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<string name="artic_base_connect_description">Conectar con una consola real que esté ejecutando un servidor Artic Base</string>
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<string name="artic_base_enter_address">Introduce la dirección del servidor Artic Base</string>
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<string name="delay_render_thread">Retrasa el hilo de dibujado del juego</string>
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<string name="delay_render_thread_description">Retrasa el hilo de dibujado del juego cuando envía datos a la GPU. Ayuda con problemas de rendimiento en los (muy pocos) juegos de fps dinámicos.</string>
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</resources>
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@ -689,5 +689,7 @@
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<string name="artic_base_connect_description">Connect to a real console that is running an Artic Base server</string>
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<string name="artic_base_connect">Connect to Artic Base</string>
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<string name="artic_base_enter_address">Enter Artic Base server address</string>
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<string name="delay_render_thread">Delay game render thread</string>
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<string name="delay_render_thread_description">Delay the game render thread when it submits data to the GPU. Helps with performance issues in the (very few) dynamic-fps games.</string>
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</resources>
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@ -147,6 +147,7 @@ void Config::ReadValues() {
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ReadSetting("Renderer", Settings::values.use_vsync_new);
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ReadSetting("Renderer", Settings::values.texture_filter);
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ReadSetting("Renderer", Settings::values.texture_sampling);
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ReadSetting("Renderer", Settings::values.delay_game_render_thread_us);
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ReadSetting("Renderer", Settings::values.mono_render_option);
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ReadSetting("Renderer", Settings::values.render_3d);
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@ -667,6 +667,8 @@ void Config::ReadRendererValues() {
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ReadGlobalSetting(Settings::values.texture_filter);
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ReadGlobalSetting(Settings::values.texture_sampling);
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ReadGlobalSetting(Settings::values.delay_game_render_thread_us);
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if (global) {
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ReadBasicSetting(Settings::values.use_shader_jit);
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}
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@ -1168,6 +1170,8 @@ void Config::SaveRendererValues() {
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WriteGlobalSetting(Settings::values.texture_filter);
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WriteGlobalSetting(Settings::values.texture_sampling);
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WriteGlobalSetting(Settings::values.delay_game_render_thread_us);
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if (global) {
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WriteSetting(QStringLiteral("use_shader_jit"), Settings::values.use_shader_jit.GetValue(),
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true);
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@ -26,6 +26,10 @@ ConfigureGraphics::ConfigureGraphics(QString gl_renderer, std::span<const QStrin
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// Set the index to -1 to ensure the below lambda is called with setCurrentIndex
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ui->graphics_api_combo->setCurrentIndex(-1);
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const auto width = static_cast<int>(QString::fromStdString("000000000").size() * 6);
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ui->delay_render_display_label->setMinimumWidth(width);
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ui->delay_render_combo->setVisible(!Settings::IsConfiguringGlobal());
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auto graphics_api_combo_model =
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qobject_cast<QStandardItemModel*>(ui->graphics_api_combo->model());
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#ifndef ENABLE_SOFTWARE_RENDERER
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@ -82,12 +86,25 @@ ConfigureGraphics::ConfigureGraphics(QString gl_renderer, std::span<const QStrin
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connect(ui->graphics_api_combo, qOverload<int>(&QComboBox::currentIndexChanged), this,
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&ConfigureGraphics::SetPhysicalDeviceComboVisibility);
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connect(ui->delay_render_slider, &QSlider::valueChanged, this, [&](int value) {
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ui->delay_render_display_label->setText(
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QStringLiteral("%1 ms")
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.arg(((double)value) / 1000.f, 0, 'f', 3)
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.rightJustified(QString::fromStdString("000000000").size()));
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});
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SetConfiguration();
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}
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ConfigureGraphics::~ConfigureGraphics() = default;
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void ConfigureGraphics::SetConfiguration() {
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ui->delay_render_slider->setValue(Settings::values.delay_game_render_thread_us.GetValue());
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ui->delay_render_display_label->setText(
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QStringLiteral("%1 ms")
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.arg(((double)ui->delay_render_slider->value()) / 1000, 0, 'f', 3)
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.rightJustified(QString::fromStdString("000000000").size()));
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if (!Settings::IsConfiguringGlobal()) {
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ConfigurationShared::SetHighlight(ui->graphics_api_group,
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!Settings::values.graphics_api.UsingGlobal());
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@ -101,6 +118,16 @@ void ConfigureGraphics::SetConfiguration() {
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&Settings::values.texture_sampling);
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ConfigurationShared::SetHighlight(ui->widget_texture_sampling,
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!Settings::values.texture_sampling.UsingGlobal());
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ConfigurationShared::SetHighlight(
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ui->delay_render_layout, !Settings::values.delay_game_render_thread_us.UsingGlobal());
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if (Settings::values.delay_game_render_thread_us.UsingGlobal()) {
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ui->delay_render_combo->setCurrentIndex(0);
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ui->delay_render_slider->setEnabled(false);
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} else {
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ui->delay_render_combo->setCurrentIndex(1);
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ui->delay_render_slider->setEnabled(true);
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}
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} else {
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ui->graphics_api_combo->setCurrentIndex(
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static_cast<int>(Settings::values.graphics_api.GetValue()));
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@ -144,6 +171,9 @@ void ConfigureGraphics::ApplyConfiguration() {
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ui->toggle_disk_shader_cache, use_disk_shader_cache);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_vsync_new, ui->toggle_vsync_new,
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use_vsync_new);
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ConfigurationShared::ApplyPerGameSetting(
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&Settings::values.delay_game_render_thread_us, ui->delay_render_combo,
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[this](s32) { return ui->delay_render_slider->value(); });
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if (Settings::IsConfiguringGlobal()) {
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Settings::values.use_shader_jit = ui->toggle_shader_jit->isChecked();
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@ -170,9 +200,16 @@ void ConfigureGraphics::SetupPerGameUI() {
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ui->toggle_async_present->setEnabled(Settings::values.async_presentation.UsingGlobal());
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ui->graphics_api_combo->setEnabled(Settings::values.graphics_api.UsingGlobal());
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ui->physical_device_combo->setEnabled(Settings::values.physical_device.UsingGlobal());
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ui->delay_render_combo->setEnabled(
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Settings::values.delay_game_render_thread_us.UsingGlobal());
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return;
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}
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connect(ui->delay_render_combo, qOverload<int>(&QComboBox::activated), this, [this](int index) {
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ui->delay_render_slider->setEnabled(index == 1);
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ConfigurationShared::SetHighlight(ui->delay_render_layout, index == 1);
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});
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ui->toggle_shader_jit->setVisible(false);
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ConfigurationShared::SetColoredComboBox(
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@ -307,6 +307,83 @@
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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="delay_render_layout" native="true">
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<layout class="QHBoxLayout" name="delay_render_layout_inner">
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<property name="leftMargin">
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<number>0</number>
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</property>
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<property name="topMargin">
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<number>0</number>
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</property>
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<property name="rightMargin">
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<number>0</number>
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</property>
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<property name="bottomMargin">
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<number>0</number>
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</property>
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<item>
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<widget class="QComboBox" name="delay_render_combo">
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<item>
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<property name="text">
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<string>Use global</string>
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</property>
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</item>
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<item>
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<property name="text">
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<string>Use per-game</string>
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</property>
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</item>
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</widget>
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</item>
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<item>
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<widget class="QLabel" name="label_delay_render">
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<property name="text">
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<string>Delay game render thread:</string>
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</property>
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<property name="toolTip">
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<string><html><head/><body><p>Delays the emulated game render thread the specified amount of milliseconds every time it submits render commands to the GPU.</p><p>Adjust this feature in the (very few) dynamic-fps games to fix performance issues.</p></body></html></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="QSlider" name="delay_render_slider">
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<property name="minimum">
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<number>0</number>
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</property>
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<property name="maximum">
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<number>16000</number>
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</property>
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<property name="singleStep">
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<number>100</number>
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</property>
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<property name="pageStep">
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<number>250</number>
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</property>
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<property name="value">
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<number>0</number>
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</property>
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<property name="orientation">
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<enum>Qt::Horizontal</enum>
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</property>
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<property name="tickPosition">
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<enum>QSlider::TicksBelow</enum>
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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="QLabel" name="delay_render_display_label">
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<property name="text">
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<string/>
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</property>
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<property name="alignment">
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<set>Qt::AlignRight|Qt::AlignTrailing|Qt::AlignVCenter</set>
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</property>
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</widget>
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</item>
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</layout>
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</widget>
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</item>
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</layout>
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</widget>
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</item>
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@ -100,6 +100,7 @@ void LogSettings() {
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log_setting("Renderer_TextureFilter", GetTextureFilterName(values.texture_filter.GetValue()));
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log_setting("Renderer_TextureSampling",
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GetTextureSamplingName(values.texture_sampling.GetValue()));
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log_setting("Renderer_DelayGameRenderThreasUs", values.delay_game_render_thread_us.GetValue());
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log_setting("Stereoscopy_Render3d", values.render_3d.GetValue());
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log_setting("Stereoscopy_Factor3d", values.factor_3d.GetValue());
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log_setting("Stereoscopy_MonoRenderOption", values.mono_render_option.GetValue());
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@ -192,6 +193,7 @@ void RestoreGlobalState(bool is_powered_on) {
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values.frame_limit.SetGlobal(true);
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values.texture_filter.SetGlobal(true);
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values.texture_sampling.SetGlobal(true);
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values.delay_game_render_thread_us.SetGlobal(true);
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values.layout_option.SetGlobal(true);
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values.swap_screen.SetGlobal(true);
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values.upright_screen.SetGlobal(true);
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@ -479,6 +479,8 @@ struct Values {
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SwitchableSetting<TextureFilter> texture_filter{TextureFilter::None, "texture_filter"};
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SwitchableSetting<TextureSampling> texture_sampling{TextureSampling::GameControlled,
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"texture_sampling"};
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SwitchableSetting<u16, true> delay_game_render_thread_us{0, 0, 16000,
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"delay_game_render_thread_us"};
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SwitchableSetting<LayoutOption> layout_option{LayoutOption::Default, "layout_option"};
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SwitchableSetting<bool> swap_screen{false, "swap_screen"};
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@ -9,6 +9,7 @@
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#include <boost/serialization/shared_ptr.hpp>
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#include "common/archives.h"
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#include "common/bit_field.h"
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#include "common/settings.h"
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#include "core/core.h"
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#include "core/hle/ipc_helpers.h"
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#include "core/hle/kernel/shared_memory.h"
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@ -410,6 +411,9 @@ void GSP_GPU::TriggerCmdReqQueue(Kernel::HLERequestContext& ctx) {
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auto* command_buffer = GetCommandBuffer(active_thread_id);
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auto& gpu = system.GPU();
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bool requires_delay = false;
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while (command_buffer->number_commands) {
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if (command_buffer->should_stop) {
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command_buffer->status.Assign(CommandBuffer::STATUS_STOPPED);
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@ -420,6 +424,10 @@ void GSP_GPU::TriggerCmdReqQueue(Kernel::HLERequestContext& ctx) {
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}
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Command command = command_buffer->commands[command_buffer->index];
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if (command.id == CommandId::SubmitCmdList && !requires_delay &&
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Settings::values.delay_game_render_thread_us.GetValue() != 0) {
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requires_delay = true;
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}
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// Decrease the number of commands remaining and increase the current index
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command_buffer->number_commands.Assign(command_buffer->number_commands - 1);
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@ -435,8 +443,20 @@ void GSP_GPU::TriggerCmdReqQueue(Kernel::HLERequestContext& ctx) {
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}
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}
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IPC::RequestBuilder rb = rp.MakeBuilder(1, 0);
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rb.Push(ResultSuccess);
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if (requires_delay) {
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ctx.RunAsync(
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[](Kernel::HLERequestContext& ctx) {
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return Settings::values.delay_game_render_thread_us.GetValue() * 1000;
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},
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[](Kernel::HLERequestContext& ctx) {
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IPC::RequestBuilder rb(ctx, 1, 0);
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rb.Push(ResultSuccess);
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},
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false);
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} else {
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IPC::RequestBuilder rb = rp.MakeBuilder(1, 0);
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rb.Push(ResultSuccess);
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}
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}
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void GSP_GPU::ImportDisplayCaptureInfo(Kernel::HLERequestContext& ctx) {
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