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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PabloMK7 2024-07-13 00:57:03 +02:00 committed by GitHub
parent cc220928bd
commit e90795b616
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13 changed files with 168 additions and 3 deletions

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@ -40,7 +40,8 @@ enum class IntSetting(
VSYNC("use_vsync_new", Settings.SECTION_RENDERER, 1),
DEBUG_RENDERER("renderer_debug", Settings.SECTION_DEBUG, 0),
TEXTURE_FILTER("texture_filter", Settings.SECTION_RENDERER, 0),
USE_FRAME_LIMIT("use_frame_limit", Settings.SECTION_RENDERER, 1);
USE_FRAME_LIMIT("use_frame_limit", Settings.SECTION_RENDERER, 1),
DELAY_RENDER_THREAD_US("delay_game_render_thread_us", Settings.SECTION_RENDERER, 0);
override var int: Int = defaultValue

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@ -729,6 +729,18 @@ class SettingsFragmentPresenter(private val fragmentView: SettingsFragmentView)
IntSetting.TEXTURE_FILTER.defaultValue
)
)
add(
SliderSetting(
IntSetting.DELAY_RENDER_THREAD_US,
R.string.delay_render_thread,
R.string.delay_render_thread_description,
0,
16000,
" μs",
IntSetting.DELAY_RENDER_THREAD_US.key,
IntSetting.DELAY_RENDER_THREAD_US.defaultValue.toFloat()
)
)
add(HeaderSetting(R.string.stereoscopy))
add(

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@ -169,6 +169,7 @@ void Config::ReadValues() {
ReadSetting("Renderer", Settings::values.bg_red);
ReadSetting("Renderer", Settings::values.bg_green);
ReadSetting("Renderer", Settings::values.bg_blue);
ReadSetting("Renderer", Settings::values.delay_game_render_thread_us);
// Layout
Settings::values.layout_option = static_cast<Settings::LayoutOption>(sdl2_config->GetInteger(

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@ -175,6 +175,10 @@ anaglyph_shader_name =
# 0: Nearest, 1 (default): Linear
filter_mode =
# Delays the game render thread by the specified amount of microseconds
# Set to 0 for no delay, only useful in dynamic-fps games to simulate GPU delay.
delay_game_render_thread_us =
[Layout]
# Layout for the screen inside the render window.
# 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>
<string name="artic_base_connect">Conectar con Artic Base</string>
<string name="artic_base_connect_description">Conectar con una consola real que esté ejecutando un servidor Artic Base</string>
<string name="artic_base_enter_address">Introduce la dirección del servidor Artic Base</string>
<string name="delay_render_thread">Retrasa el hilo de dibujado del juego</string>
<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>
</resources>

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@ -689,5 +689,7 @@
<string name="artic_base_connect_description">Connect to a real console that is running an Artic Base server</string>
<string name="artic_base_connect">Connect to Artic Base</string>
<string name="artic_base_enter_address">Enter Artic Base server address</string>
<string name="delay_render_thread">Delay game render thread</string>
<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>
</resources>

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@ -147,6 +147,7 @@ void Config::ReadValues() {
ReadSetting("Renderer", Settings::values.use_vsync_new);
ReadSetting("Renderer", Settings::values.texture_filter);
ReadSetting("Renderer", Settings::values.texture_sampling);
ReadSetting("Renderer", Settings::values.delay_game_render_thread_us);
ReadSetting("Renderer", Settings::values.mono_render_option);
ReadSetting("Renderer", Settings::values.render_3d);

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@ -667,6 +667,8 @@ void Config::ReadRendererValues() {
ReadGlobalSetting(Settings::values.texture_filter);
ReadGlobalSetting(Settings::values.texture_sampling);
ReadGlobalSetting(Settings::values.delay_game_render_thread_us);
if (global) {
ReadBasicSetting(Settings::values.use_shader_jit);
}
@ -1168,6 +1170,8 @@ void Config::SaveRendererValues() {
WriteGlobalSetting(Settings::values.texture_filter);
WriteGlobalSetting(Settings::values.texture_sampling);
WriteGlobalSetting(Settings::values.delay_game_render_thread_us);
if (global) {
WriteSetting(QStringLiteral("use_shader_jit"), Settings::values.use_shader_jit.GetValue(),
true);

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@ -26,6 +26,10 @@ ConfigureGraphics::ConfigureGraphics(QString gl_renderer, std::span<const QStrin
// Set the index to -1 to ensure the below lambda is called with setCurrentIndex
ui->graphics_api_combo->setCurrentIndex(-1);
const auto width = static_cast<int>(QString::fromStdString("000000000").size() * 6);
ui->delay_render_display_label->setMinimumWidth(width);
ui->delay_render_combo->setVisible(!Settings::IsConfiguringGlobal());
auto graphics_api_combo_model =
qobject_cast<QStandardItemModel*>(ui->graphics_api_combo->model());
#ifndef ENABLE_SOFTWARE_RENDERER
@ -82,12 +86,25 @@ ConfigureGraphics::ConfigureGraphics(QString gl_renderer, std::span<const QStrin
connect(ui->graphics_api_combo, qOverload<int>(&QComboBox::currentIndexChanged), this,
&ConfigureGraphics::SetPhysicalDeviceComboVisibility);
connect(ui->delay_render_slider, &QSlider::valueChanged, this, [&](int value) {
ui->delay_render_display_label->setText(
QStringLiteral("%1 ms")
.arg(((double)value) / 1000.f, 0, 'f', 3)
.rightJustified(QString::fromStdString("000000000").size()));
});
SetConfiguration();
}
ConfigureGraphics::~ConfigureGraphics() = default;
void ConfigureGraphics::SetConfiguration() {
ui->delay_render_slider->setValue(Settings::values.delay_game_render_thread_us.GetValue());
ui->delay_render_display_label->setText(
QStringLiteral("%1 ms")
.arg(((double)ui->delay_render_slider->value()) / 1000, 0, 'f', 3)
.rightJustified(QString::fromStdString("000000000").size()));
if (!Settings::IsConfiguringGlobal()) {
ConfigurationShared::SetHighlight(ui->graphics_api_group,
!Settings::values.graphics_api.UsingGlobal());
@ -101,6 +118,16 @@ void ConfigureGraphics::SetConfiguration() {
&Settings::values.texture_sampling);
ConfigurationShared::SetHighlight(ui->widget_texture_sampling,
!Settings::values.texture_sampling.UsingGlobal());
ConfigurationShared::SetHighlight(
ui->delay_render_layout, !Settings::values.delay_game_render_thread_us.UsingGlobal());
if (Settings::values.delay_game_render_thread_us.UsingGlobal()) {
ui->delay_render_combo->setCurrentIndex(0);
ui->delay_render_slider->setEnabled(false);
} else {
ui->delay_render_combo->setCurrentIndex(1);
ui->delay_render_slider->setEnabled(true);
}
} else {
ui->graphics_api_combo->setCurrentIndex(
static_cast<int>(Settings::values.graphics_api.GetValue()));
@ -144,6 +171,9 @@ void ConfigureGraphics::ApplyConfiguration() {
ui->toggle_disk_shader_cache, use_disk_shader_cache);
ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_vsync_new, ui->toggle_vsync_new,
use_vsync_new);
ConfigurationShared::ApplyPerGameSetting(
&Settings::values.delay_game_render_thread_us, ui->delay_render_combo,
[this](s32) { return ui->delay_render_slider->value(); });
if (Settings::IsConfiguringGlobal()) {
Settings::values.use_shader_jit = ui->toggle_shader_jit->isChecked();
@ -170,9 +200,16 @@ void ConfigureGraphics::SetupPerGameUI() {
ui->toggle_async_present->setEnabled(Settings::values.async_presentation.UsingGlobal());
ui->graphics_api_combo->setEnabled(Settings::values.graphics_api.UsingGlobal());
ui->physical_device_combo->setEnabled(Settings::values.physical_device.UsingGlobal());
ui->delay_render_combo->setEnabled(
Settings::values.delay_game_render_thread_us.UsingGlobal());
return;
}
connect(ui->delay_render_combo, qOverload<int>(&QComboBox::activated), this, [this](int index) {
ui->delay_render_slider->setEnabled(index == 1);
ConfigurationShared::SetHighlight(ui->delay_render_layout, index == 1);
});
ui->toggle_shader_jit->setVisible(false);
ConfigurationShared::SetColoredComboBox(

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@ -307,6 +307,83 @@
</property>
</widget>
</item>
<item>
<widget class="QWidget" name="delay_render_layout" native="true">
<layout class="QHBoxLayout" name="delay_render_layout_inner">
<property name="leftMargin">
<number>0</number>
</property>
<property name="topMargin">
<number>0</number>
</property>
<property name="rightMargin">
<number>0</number>
</property>
<property name="bottomMargin">
<number>0</number>
</property>
<item>
<widget class="QComboBox" name="delay_render_combo">
<item>
<property name="text">
<string>Use global</string>
</property>
</item>
<item>
<property name="text">
<string>Use per-game</string>
</property>
</item>
</widget>
</item>
<item>
<widget class="QLabel" name="label_delay_render">
<property name="text">
<string>Delay game render thread:</string>
</property>
<property name="toolTip">
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Delays the emulated game render thread the specified amount of milliseconds every time it submits render commands to the GPU.&lt;/p&gt;&lt;p&gt;Adjust this feature in the (very few) dynamic-fps games to fix performance issues.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
</property>
</widget>
</item>
<item>
<widget class="QSlider" name="delay_render_slider">
<property name="minimum">
<number>0</number>
</property>
<property name="maximum">
<number>16000</number>
</property>
<property name="singleStep">
<number>100</number>
</property>
<property name="pageStep">
<number>250</number>
</property>
<property name="value">
<number>0</number>
</property>
<property name="orientation">
<enum>Qt::Horizontal</enum>
</property>
<property name="tickPosition">
<enum>QSlider::TicksBelow</enum>
</property>
</widget>
</item>
<item>
<widget class="QLabel" name="delay_render_display_label">
<property name="text">
<string/>
</property>
<property name="alignment">
<set>Qt::AlignRight|Qt::AlignTrailing|Qt::AlignVCenter</set>
</property>
</widget>
</item>
</layout>
</widget>
</item>
</layout>
</widget>
</item>

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@ -100,6 +100,7 @@ void LogSettings() {
log_setting("Renderer_TextureFilter", GetTextureFilterName(values.texture_filter.GetValue()));
log_setting("Renderer_TextureSampling",
GetTextureSamplingName(values.texture_sampling.GetValue()));
log_setting("Renderer_DelayGameRenderThreasUs", values.delay_game_render_thread_us.GetValue());
log_setting("Stereoscopy_Render3d", values.render_3d.GetValue());
log_setting("Stereoscopy_Factor3d", values.factor_3d.GetValue());
log_setting("Stereoscopy_MonoRenderOption", values.mono_render_option.GetValue());
@ -192,6 +193,7 @@ void RestoreGlobalState(bool is_powered_on) {
values.frame_limit.SetGlobal(true);
values.texture_filter.SetGlobal(true);
values.texture_sampling.SetGlobal(true);
values.delay_game_render_thread_us.SetGlobal(true);
values.layout_option.SetGlobal(true);
values.swap_screen.SetGlobal(true);
values.upright_screen.SetGlobal(true);

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@ -479,6 +479,8 @@ struct Values {
SwitchableSetting<TextureFilter> texture_filter{TextureFilter::None, "texture_filter"};
SwitchableSetting<TextureSampling> texture_sampling{TextureSampling::GameControlled,
"texture_sampling"};
SwitchableSetting<u16, true> delay_game_render_thread_us{0, 0, 16000,
"delay_game_render_thread_us"};
SwitchableSetting<LayoutOption> layout_option{LayoutOption::Default, "layout_option"};
SwitchableSetting<bool> swap_screen{false, "swap_screen"};

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@ -9,6 +9,7 @@
#include <boost/serialization/shared_ptr.hpp>
#include "common/archives.h"
#include "common/bit_field.h"
#include "common/settings.h"
#include "core/core.h"
#include "core/hle/ipc_helpers.h"
#include "core/hle/kernel/shared_memory.h"
@ -410,6 +411,9 @@ void GSP_GPU::TriggerCmdReqQueue(Kernel::HLERequestContext& ctx) {
auto* command_buffer = GetCommandBuffer(active_thread_id);
auto& gpu = system.GPU();
bool requires_delay = false;
while (command_buffer->number_commands) {
if (command_buffer->should_stop) {
command_buffer->status.Assign(CommandBuffer::STATUS_STOPPED);
@ -420,6 +424,10 @@ void GSP_GPU::TriggerCmdReqQueue(Kernel::HLERequestContext& ctx) {
}
Command command = command_buffer->commands[command_buffer->index];
if (command.id == CommandId::SubmitCmdList && !requires_delay &&
Settings::values.delay_game_render_thread_us.GetValue() != 0) {
requires_delay = true;
}
// Decrease the number of commands remaining and increase the current index
command_buffer->number_commands.Assign(command_buffer->number_commands - 1);
@ -435,9 +443,21 @@ void GSP_GPU::TriggerCmdReqQueue(Kernel::HLERequestContext& ctx) {
}
}
if (requires_delay) {
ctx.RunAsync(
[](Kernel::HLERequestContext& ctx) {
return Settings::values.delay_game_render_thread_us.GetValue() * 1000;
},
[](Kernel::HLERequestContext& ctx) {
IPC::RequestBuilder rb(ctx, 1, 0);
rb.Push(ResultSuccess);
},
false);
} else {
IPC::RequestBuilder rb = rp.MakeBuilder(1, 0);
rb.Push(ResultSuccess);
}
}
void GSP_GPU::ImportDisplayCaptureInfo(Kernel::HLERequestContext& ctx) {
IPC::RequestParser rp(ctx);