PostProcessing: Add compile progress indicator
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@ -11,6 +11,7 @@
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// TODO: Remove me
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#include "core/host.h"
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#include "core/host_interface_progress_callback.h"
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#include "core/settings.h"
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#include "IconsFontAwesome5.h"
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@ -19,6 +20,7 @@
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#include "common/file_system.h"
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#include "common/log.h"
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#include "common/path.h"
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#include "common/progress_callback.h"
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#include "common/small_string.h"
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#include "common/string_util.h"
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#include "common/timer.h"
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@ -464,6 +466,8 @@ void PostProcessing::LoadStages()
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return;
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Error error;
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HostInterfaceProgressCallback progress;
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progress.SetProgressRange(stage_count);
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for (u32 i = 0; i < stage_count; i++)
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{
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@ -476,6 +480,7 @@ void PostProcessing::LoadStages()
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}
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lock.unlock();
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progress.SetFormattedStatusText("Loading shader %s...", stage_name.c_str());
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std::unique_ptr<Shader> shader = TryLoadingShader(stage_name, false, &error);
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if (!shader)
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@ -487,6 +492,8 @@ void PostProcessing::LoadStages()
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lock.lock();
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shader->LoadOptions(si, GetStageConfigSection(i));
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s_stages.push_back(std::move(shader));
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progress.IncrementProgressValue();
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}
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if (stage_count > 0)
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@ -494,6 +501,13 @@ void PostProcessing::LoadStages()
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s_timer.Reset();
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Log_DevPrintf("Loaded %u post-processing stages.", stage_count);
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}
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// precompile shaders
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if (g_gpu_device && g_gpu_device->GetWindowFormat() != GPUTexture::Format::Unknown)
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{
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CheckTargets(g_gpu_device->GetWindowFormat(), g_gpu_device->GetWindowWidth(), g_gpu_device->GetWindowHeight(),
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&progress);
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}
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}
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void PostProcessing::UpdateSettings()
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@ -514,6 +528,11 @@ void PostProcessing::UpdateSettings()
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s_stages.resize(stage_count);
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HostInterfaceProgressCallback progress;
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progress.SetProgressRange(stage_count);
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const GPUTexture::Format prev_format = s_target_format;
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for (u32 i = 0; i < stage_count; i++)
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{
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std::string stage_name = Config::GetStageShaderName(si, i);
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@ -552,6 +571,9 @@ void PostProcessing::UpdateSettings()
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s_stages[i]->LoadOptions(si, GetStageConfigSection(i));
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}
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if (prev_format != GPUTexture::Format::Unknown)
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CheckTargets(prev_format, s_target_width, s_target_height, &progress);
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if (stage_count > 0)
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{
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s_timer.Reset();
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@ -645,7 +667,8 @@ GPUTexture* PostProcessing::GetDummyTexture()
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return s_dummy_texture.get();
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}
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bool PostProcessing::CheckTargets(GPUTexture::Format target_format, u32 target_width, u32 target_height)
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bool PostProcessing::CheckTargets(GPUTexture::Format target_format, u32 target_width, u32 target_height,
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ProgressCallback* progress)
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{
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if (s_target_format == target_format && s_target_width == target_width && s_target_height == target_height)
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return true;
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@ -661,9 +684,19 @@ bool PostProcessing::CheckTargets(GPUTexture::Format target_format, u32 target_w
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return false;
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}
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for (auto& shader : s_stages)
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if (!progress)
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progress = ProgressCallback::NullProgressCallback;
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progress->SetProgressRange(static_cast<u32>(s_stages.size()));
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progress->SetProgressValue(0);
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for (size_t i = 0; i < s_stages.size(); i++)
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{
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if (!shader->CompilePipeline(target_format, target_width, target_height) ||
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Shader* const shader = s_stages[i].get();
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progress->SetFormattedStatusText("Compiling %s...", shader->GetName().c_str());
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if (!shader->CompilePipeline(target_format, target_width, target_height, progress) ||
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!shader->ResizeOutput(target_format, target_width, target_height))
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{
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Log_ErrorPrintf("Failed to compile one or more post-processing shaders, disabling.");
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@ -673,6 +706,8 @@ bool PostProcessing::CheckTargets(GPUTexture::Format target_format, u32 target_w
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s_enabled = false;
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return false;
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}
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progress->SetProgressValue(static_cast<u32>(i + 1));
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}
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s_target_format = target_format;
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@ -696,12 +731,6 @@ bool PostProcessing::Apply(GPUTexture* final_target, s32 final_left, s32 final_t
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{
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GL_SCOPE("PostProcessing Apply");
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const u32 target_width = final_target ? final_target->GetWidth() : g_gpu_device->GetWindowWidth();
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const u32 target_height = final_target ? final_target->GetHeight() : g_gpu_device->GetWindowHeight();
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const GPUTexture::Format target_format = final_target ? final_target->GetFormat() : g_gpu_device->GetWindowFormat();
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if (!CheckTargets(target_format, target_width, target_height))
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return false;
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GPUTexture* input = s_input_texture.get();
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GPUTexture* output = s_output_texture.get();
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input->MakeReadyForSampling();
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