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/log.h"
#include "common/scope_guard.h"
#include "common/timer.h"
#include "common/vulkan/builders.h"
#include "common/vulkan/context.h"
#include "common/vulkan/shader_cache.h"
@ -579,14 +580,26 @@ bool GPU_HW_Vulkan::CreateTextureBuffer()
bool GPU_HW_Vulkan::CompilePipelines()
{
g_host_interface->DisplayLoadingScreen("Compiling Shaders...");
VkDevice device = g_vulkan_context->GetDevice();
VkPipelineCache pipeline_cache = g_vulkan_shader_cache->GetPipelineCache();
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);
Common::Timer compile_time;
const int progress_total = 2 + (4 * 9 * 2 * 2) + (2 * 4 * 5 * 9 * 2 * 2) + 1 + 2 + 2 + 2 + 2 + (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)
// vertex shaders - [textured]
// fragment shaders - [render_mode][texture_mode][dithering][interlacing]
DimensionalArray<VkShaderModule, 2> batch_vertex_shaders{};
@ -604,6 +617,7 @@ bool GPU_HW_Vulkan::CompilePipelines()
return false;
batch_vertex_shaders[textured] = shader;
UPDATE_PROGRESS();
}
for (u8 render_mode = 0; render_mode < 4; render_mode++)
@ -623,6 +637,7 @@ bool GPU_HW_Vulkan::CompilePipelines()
return false;
batch_fragment_shaders[render_mode][texture_mode][dithering][interlacing] = shader;
UPDATE_PROGRESS();
}
}
}
@ -630,7 +645,7 @@ bool GPU_HW_Vulkan::CompilePipelines()
Vulkan::GraphicsPipelineBuilder gpbuilder;
// [primitive][depth_test][render_mode][texture_mode][transparency_mode][dithering][interlacing]
// [depth_test][render_mode][texture_mode][transparency_mode][dithering][interlacing]
for (u8 depth_test = 0; depth_test < 2; depth_test++)
{
for (u8 render_mode = 0; render_mode < 4; render_mode++)
@ -692,6 +707,7 @@ bool GPU_HW_Vulkan::CompilePipelines()
m_batch_pipelines[depth_test][render_mode][texture_mode][transparency_mode][dithering][interlacing] =
pipeline;
UPDATE_PROGRESS();
}
}
}
@ -706,6 +722,8 @@ bool GPU_HW_Vulkan::CompilePipelines()
if (fullscreen_quad_vertex_shader == VK_NULL_HANDLE)
return false;
UPDATE_PROGRESS();
Common::ScopeGuard fullscreen_quad_vertex_shader_guard([&fullscreen_quad_vertex_shader]() {
vkDestroyShaderModule(g_vulkan_context->GetDevice(), fullscreen_quad_vertex_shader, nullptr);
});
@ -736,6 +754,8 @@ bool GPU_HW_Vulkan::CompilePipelines()
vkDestroyShaderModule(device, fs, nullptr);
if (m_vram_fill_pipelines[interlaced] == VK_NULL_HANDLE)
return false;
UPDATE_PROGRESS();
}
}
@ -758,6 +778,8 @@ bool GPU_HW_Vulkan::CompilePipelines()
vkDestroyShaderModule(device, fs, nullptr);
return false;
}
UPDATE_PROGRESS();
}
vkDestroyShaderModule(device, fs, nullptr);
@ -782,6 +804,8 @@ bool GPU_HW_Vulkan::CompilePipelines()
vkDestroyShaderModule(device, fs, nullptr);
return false;
}
UPDATE_PROGRESS();
}
vkDestroyShaderModule(device, fs, nullptr);
@ -804,6 +828,8 @@ bool GPU_HW_Vulkan::CompilePipelines()
vkDestroyShaderModule(device, fs, nullptr);
if (m_vram_update_depth_pipeline == VK_NULL_HANDLE)
return false;
UPDATE_PROGRESS();
}
gpbuilder.Clear();
@ -827,6 +853,8 @@ bool GPU_HW_Vulkan::CompilePipelines()
vkDestroyShaderModule(device, fs, nullptr);
if (m_vram_readback_pipeline == VK_NULL_HANDLE)
return false;
UPDATE_PROGRESS();
}
gpbuilder.Clear();
@ -856,10 +884,14 @@ bool GPU_HW_Vulkan::CompilePipelines()
vkDestroyShaderModule(device, fs, nullptr);
if (m_display_pipelines[depth_24][interlace_mode] == VK_NULL_HANDLE)
return false;
UPDATE_PROGRESS();
}
}
}
#undef UPDATE_PROGRESS
return true;
}