GPU/HW: Add loading bar to shader compilation

This commit is contained in:
Connor McLaughlin
2020-09-12 00:23:13 +10:00
parent 6f250a4ff7
commit 3625834ea7
3 changed files with 103 additions and 6 deletions

View File

@ -2,6 +2,7 @@
#include "common/assert.h"
#include "common/d3d11/shader_compiler.h"
#include "common/log.h"
#include "common/timer.h"
#include "gpu_hw_shadergen.h"
#include "host_display.h"
#include "host_interface.h"
@ -332,7 +333,8 @@ bool GPU_HW_D3D11::CreateStateObjects()
for (u8 transparency_mode = 0; transparency_mode < 5; transparency_mode++)
{
bl_desc = CD3D11_BLEND_DESC(CD3D11_DEFAULT());
if (transparency_mode != static_cast<u8>(TransparencyMode::Disabled) || m_texture_filtering != GPUTextureFilter::Nearest)
if (transparency_mode != static_cast<u8>(TransparencyMode::Disabled) ||
m_texture_filtering != GPUTextureFilter::Nearest)
{
bl_desc.RenderTarget[0].BlendEnable = TRUE;
bl_desc.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE;
@ -372,7 +374,19 @@ bool GPU_HW_D3D11::CompileShaders()
GPU_HW_ShaderGen shadergen(m_host_display->GetRenderAPI(), m_resolution_scale, m_true_color, m_scaled_dithering,
m_texture_filtering, m_using_uv_limits, m_supports_dual_source_blend);
g_host_interface->DisplayLoadingScreen("Compiling shaders...");
Common::Timer compile_time;
const int progress_total = 1 + 1 + 2 + (4 * 9 * 2 * 2) + 7 + (2 * 3);
int progress_value = 0;
#define UPDATE_PROGRESS() \
do \
{ \
progress_value++; \
if (compile_time.GetTimeSeconds() >= 1.0f) \
{ \
compile_time.Reset(); \
g_host_interface->DisplayLoadingScreen("Compiling Shaders", 0, progress_total, progress_value); \
} \
} while (0)
// input layout
{
@ -400,17 +414,23 @@ bool GPU_HW_D3D11::CompileShaders()
}
}
UPDATE_PROGRESS();
m_screen_quad_vertex_shader =
m_shader_cache.GetVertexShader(m_device.Get(), shadergen.GenerateScreenQuadVertexShader());
if (!m_screen_quad_vertex_shader)
return false;
UPDATE_PROGRESS();
for (u8 textured = 0; textured < 2; textured++)
{
const std::string vs = shadergen.GenerateBatchVertexShader(ConvertToBoolUnchecked(textured));
m_batch_vertex_shaders[textured] = m_shader_cache.GetVertexShader(m_device.Get(), vs);
if (!m_batch_vertex_shaders[textured])
return false;
UPDATE_PROGRESS();
}
for (u8 render_mode = 0; render_mode < 4; render_mode++)
@ -429,6 +449,8 @@ bool GPU_HW_D3D11::CompileShaders()
m_shader_cache.GetPixelShader(m_device.Get(), ps);
if (!m_batch_pixel_shaders[render_mode][texture_mode][dithering][interlacing])
return false;
UPDATE_PROGRESS();
}
}
}
@ -438,33 +460,47 @@ bool GPU_HW_D3D11::CompileShaders()
if (!m_copy_pixel_shader)
return false;
UPDATE_PROGRESS();
m_vram_fill_pixel_shader = m_shader_cache.GetPixelShader(m_device.Get(), shadergen.GenerateFillFragmentShader());
if (!m_vram_fill_pixel_shader)
return false;
UPDATE_PROGRESS();
m_vram_interlaced_fill_pixel_shader =
m_shader_cache.GetPixelShader(m_device.Get(), shadergen.GenerateInterlacedFillFragmentShader());
if (!m_vram_interlaced_fill_pixel_shader)
return false;
UPDATE_PROGRESS();
m_vram_read_pixel_shader = m_shader_cache.GetPixelShader(m_device.Get(), shadergen.GenerateVRAMReadFragmentShader());
if (!m_vram_read_pixel_shader)
return false;
UPDATE_PROGRESS();
m_vram_write_pixel_shader =
m_shader_cache.GetPixelShader(m_device.Get(), shadergen.GenerateVRAMWriteFragmentShader(false));
if (!m_vram_write_pixel_shader)
return false;
UPDATE_PROGRESS();
m_vram_copy_pixel_shader = m_shader_cache.GetPixelShader(m_device.Get(), shadergen.GenerateVRAMCopyFragmentShader());
if (!m_vram_copy_pixel_shader)
return false;
UPDATE_PROGRESS();
m_vram_update_depth_pixel_shader =
m_shader_cache.GetPixelShader(m_device.Get(), shadergen.GenerateVRAMUpdateDepthFragmentShader());
if (!m_vram_update_depth_pixel_shader)
return false;
UPDATE_PROGRESS();
for (u8 depth_24bit = 0; depth_24bit < 2; depth_24bit++)
{
for (u8 interlacing = 0; interlacing < 3; interlacing++)
@ -474,9 +510,15 @@ bool GPU_HW_D3D11::CompileShaders()
m_display_pixel_shaders[depth_24bit][interlacing] = m_shader_cache.GetPixelShader(m_device.Get(), ps);
if (!m_display_pixel_shaders[depth_24bit][interlacing])
return false;
UPDATE_PROGRESS();
}
}
UPDATE_PROGRESS();
#undef UPDATE_PROGRESS
return true;
}