GPU/HW: Simplify shader compile progress updates
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@ -517,23 +517,7 @@ bool GPU_HW_OpenGL::CompilePrograms()
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m_true_color, m_scaled_dithering, m_texture_filtering, m_using_uv_limits,
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m_pgxp_depth_buffer, m_supports_dual_source_blend);
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Common::Timer compile_time;
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const int progress_total = (4 * 9 * 2 * 2) + (2 * 3) + 1 + 1 + 1 + 1 + 1 + 1;
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int progress_value = 0;
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#define UPDATE_PROGRESS() \
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do \
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{ \
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progress_value++; \
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if (System::IsStartupCancelled()) \
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{ \
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return false; \
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} \
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if (compile_time.GetTimeSeconds() >= 1.0f) \
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{ \
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compile_time.Reset(); \
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g_host_interface->DisplayLoadingScreen("Compiling Shaders", 0, progress_total, progress_value); \
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} \
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} while (0)
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ShaderCompileProgressTracker progress("Compiling Programs", (4 * 9 * 2 * 2) + (2 * 3) + 1 + 1 + 1 + 1 + 1 + 1);
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for (u32 render_mode = 0; render_mode < 4; render_mode++)
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{
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@ -592,7 +576,7 @@ bool GPU_HW_OpenGL::CompilePrograms()
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m_render_programs[render_mode][texture_mode][dithering][interlacing] = std::move(*prog);
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UPDATE_PROGRESS();
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progress.Increment();
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}
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}
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}
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@ -621,7 +605,7 @@ bool GPU_HW_OpenGL::CompilePrograms()
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prog->Uniform1i("samp0", 0);
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}
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m_display_programs[depth_24bit][interlaced] = std::move(*prog);
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UPDATE_PROGRESS();
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progress.Increment();
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}
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}
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@ -638,7 +622,7 @@ bool GPU_HW_OpenGL::CompilePrograms()
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prog->BindUniformBlock("UBOBlock", 1);
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m_vram_interlaced_fill_program = std::move(*prog);
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UPDATE_PROGRESS();
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progress.Increment();
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prog =
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shader_cache.GetProgram(shadergen.GenerateScreenQuadVertexShader(), {}, shadergen.GenerateVRAMReadFragmentShader(),
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@ -656,7 +640,7 @@ bool GPU_HW_OpenGL::CompilePrograms()
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prog->Uniform1i("samp0", 0);
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}
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m_vram_read_program = std::move(*prog);
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UPDATE_PROGRESS();
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progress.Increment();
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prog =
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shader_cache.GetProgram(shadergen.GenerateScreenQuadVertexShader(), {}, shadergen.GenerateVRAMCopyFragmentShader(),
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@ -674,7 +658,7 @@ bool GPU_HW_OpenGL::CompilePrograms()
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prog->Uniform1i("samp0", 0);
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}
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m_vram_copy_program = std::move(*prog);
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UPDATE_PROGRESS();
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progress.Increment();
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prog = shader_cache.GetProgram(shadergen.GenerateScreenQuadVertexShader(), {},
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shadergen.GenerateVRAMUpdateDepthFragmentShader());
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@ -684,7 +668,7 @@ bool GPU_HW_OpenGL::CompilePrograms()
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prog->Bind();
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prog->Uniform1i("samp0", 0);
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m_vram_update_depth_program = std::move(*prog);
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UPDATE_PROGRESS();
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progress.Increment();
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if (m_use_texture_buffer_for_vram_writes || m_use_ssbo_for_vram_writes)
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{
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@ -706,7 +690,7 @@ bool GPU_HW_OpenGL::CompilePrograms()
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m_vram_write_program = std::move(*prog);
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}
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UPDATE_PROGRESS();
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progress.Increment();
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if (m_downsample_mode == GPUDownsampleMode::Box)
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{
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@ -728,7 +712,7 @@ bool GPU_HW_OpenGL::CompilePrograms()
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m_downsample_program = std::move(*prog);
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}
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UPDATE_PROGRESS();
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progress.Increment();
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#undef UPDATE_PROGRESS
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return true;
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