WIP: [NEEDS TESTING & REVIEW] [GPU]: Implement a working Frame-Skip option #263
8 changed files with 66 additions and 35 deletions
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@ -32,6 +32,7 @@ enum class BooleanSetting(override val key: String) : AbstractBooleanSetting {
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RENDERER_DESCRIPTOR_INDEXING("descriptor_indexing"),
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RENDERER_SAMPLE_SHADING("sample_shading"),
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PICTURE_IN_PICTURE("picture_in_picture"),
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FRAME_SKIPPING("frame_skipping"),
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USE_CUSTOM_RTC("custom_rtc_enabled"),
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BLACK_BACKGROUNDS("black_backgrounds"),
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JOYSTICK_REL_CENTER("joystick_rel_center"),
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@ -51,7 +52,6 @@ enum class BooleanSetting(override val key: String) : AbstractBooleanSetting {
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ENABLE_RAII("enable_raii"),
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FRAME_INTERPOLATION("frame_interpolation"),
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// FRAME_SKIPPING("frame_skipping"),
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PERF_OVERLAY_BACKGROUND("perf_overlay_background"),
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SHOW_PERFORMANCE_OVERLAY("show_performance_overlay"),
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@ -242,15 +242,13 @@ abstract class SettingsItem(
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descriptionId = R.string.frame_interpolation_description
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)
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)
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// put(
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// SwitchSetting(
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// BooleanSetting.FRAME_SKIPPING,
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// titleId = R.string.frame_skipping,
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// descriptionId = R.string.frame_skipping_description
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// )
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// )
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put(
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SwitchSetting(
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BooleanSetting.FRAME_SKIPPING,
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titleId = R.string.frame_skipping,
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descriptionId = R.string.frame_skipping_description,
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)
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)
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put(
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SwitchSetting(
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dockedModeSetting,
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@ -450,6 +450,7 @@ class SettingsFragmentPresenter(
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add(BooleanSetting.RENDERER_EARLY_RELEASE_FENCES.key)
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add(BooleanSetting.BUFFER_REORDER_DISABLE.key)
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add(BooleanSetting.FRAME_INTERPOLATION.key)
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add(BooleanSetting.FRAME_SKIPPING.key)
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add(BooleanSetting.RENDERER_FAST_GPU.key)
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add(IntSetting.FAST_GPU_TIME.key)
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add(IntSetting.RENDERER_SHADER_BACKEND.key)
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@ -482,8 +482,8 @@
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<string name="display">Display</string>
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<string name="processing">Post-Processing</string>
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<string name="frame_skipping">WIP: Frameskip</string>
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<string name="frame_skipping_description">Toggle frame skipping to improve performance by reducing the number of rendered frames. This feature is still being worked on and will be enabled in future releases.</string>
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<string name="frame_skipping">Frame Skipping</string>
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<string name="frame_skipping_description">Toggle frame skipping to improve performance by reducing the number of rendered frames.</string>
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<string name="renderer_accuracy">Accuracy level</string>
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<string name="renderer_resolution">Resolution (Handheld/Docked)</string>
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<string name="renderer_vsync">VSync mode</string>
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@ -325,9 +325,8 @@ struct Values {
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#ifdef __ANDROID__
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SwitchableSetting<bool> frame_interpolation{linkage, true, "frame_interpolation", Category::Renderer,
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Specialization::RuntimeList};
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SwitchableSetting<bool> frame_skipping{linkage, false, "frame_skipping", Category::Renderer,
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Specialization::RuntimeList};
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#endif
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SwitchableSetting<bool> frame_skipping{linkage, false, "frame_skipping", Category::Renderer};
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SwitchableSetting<bool> use_disk_shader_cache{linkage, true, "use_disk_shader_cache",
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Category::Renderer};
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SwitchableSetting<SpirvOptimizeMode, true> optimize_spirv_output{linkage,
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@ -223,17 +223,23 @@ struct GPU::Impl {
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system.GetPerfStats().EndGameFrame();
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}
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void ResetFrameCounter() {
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frame_count.store(0, std::memory_order_relaxed);
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}
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/// Performs any additional setup necessary in order to begin GPU emulation.
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/// This can be used to launch any necessary threads and register any necessary
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/// core timing events.
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void Start() {
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Settings::UpdateGPUAccuracy();
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ResetFrameCounter();
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gpu_thread.StartThread(*renderer, renderer->Context(), *scheduler);
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}
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void NotifyShutdown() {
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std::unique_lock lk{sync_mutex};
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shutting_down.store(true, std::memory_order::relaxed);
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ResetFrameCounter();
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sync_cv.notify_all();
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}
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@ -291,10 +297,16 @@ struct GPU::Impl {
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void RequestComposite(std::vector<Tegra::FramebufferConfig>&& layers,
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std::vector<Service::Nvidia::NvFence>&& fences) {
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// Increment frame counter
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const u64 current_frame = frame_count.fetch_add(1, std::memory_order_relaxed) + 1;
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const u32 frame_skip_value = Settings::values.frame_skipping.GetValue();
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const bool skip_frame = frame_skip_value > 0 &&
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(current_frame % (static_cast<u64>(frame_skip_value) + 1) != 0);
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size_t num_fences{fences.size()};
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size_t current_request_counter{};
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{
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std::unique_lock<std::mutex> lk(request_swap_mutex);
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std::unique_lock<std::mutex> lk{request_swap_mutex};
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if (free_swap_counters.empty()) {
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current_request_counter = request_swap_counters.size();
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request_swap_counters.emplace_back(num_fences);
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@ -305,23 +317,33 @@ struct GPU::Impl {
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}
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}
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const auto wait_fence =
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RequestSyncOperation([this, current_request_counter, &layers, &fences, num_fences] {
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RequestSyncOperation([this, current_request_counter, &layers, &fences, num_fences, skip_frame] {
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auto& syncpoint_manager = host1x.GetSyncpointManager();
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if (num_fences == 0) {
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renderer->Composite(layers);
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}
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const auto executer = [this, current_request_counter, layers_copy = layers]() {
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{
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std::unique_lock<std::mutex> lk(request_swap_mutex);
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if (--request_swap_counters[current_request_counter] != 0) {
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return;
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}
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free_swap_counters.push_back(current_request_counter);
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if (!skip_frame) {
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renderer->Composite(layers);
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} else {
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system.GetPerfStats().EndGameFrame();
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}
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} else {
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const auto executer = [this, current_request_counter, layers_copy = std::move(layers), skip_frame]() {
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{
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std::unique_lock<std::mutex> lk{request_swap_mutex};
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if (--request_swap_counters[current_request_counter] != 0) {
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return;
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}
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free_swap_counters.push_back(current_request_counter);
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}
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// Handle frame skipping in executer
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if (!skip_frame) {
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renderer->Composite(layers_copy);
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} else {
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system.GetPerfStats().EndGameFrame();
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}
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};
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for (size_t i = 0; i < num_fences; i++) {
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syncpoint_manager.RegisterGuestAction(fences[i].id, fences[i].value, executer);
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}
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renderer->Composite(layers_copy);
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};
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for (size_t i = 0; i < num_fences; i++) {
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syncpoint_manager.RegisterGuestAction(fences[i].id, fences[i].value, executer);
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}
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});
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gpu_thread.TickGPU();
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@ -353,6 +375,8 @@ struct GPU::Impl {
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/// When true, we are about to shut down emulation session, so terminate outstanding tasks
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std::atomic_bool shutting_down{};
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std::atomic<u64> frame_count{0};
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std::array<std::atomic<u32>, Service::Nvidia::MaxSyncPoints> syncpoints{};
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std::array<std::list<u32>, Service::Nvidia::MaxSyncPoints> syncpt_interrupts;
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@ -220,6 +220,9 @@ public:
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std::vector<u8> GetAppletCaptureBuffer();
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// Reset frame counter
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void ResetFrameCounter();
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/// Performs any additional setup necessary in order to begin GPU emulation.
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/// This can be used to launch any necessary threads and register any necessary
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/// core timing events.
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@ -269,6 +269,18 @@ std::unique_ptr<TranslationMap> InitializeTranslations(QWidget* parent)
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INSERT(Settings, bg_blue, QString(), QString());
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// Renderer (Advanced Graphics)
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INSERT(Settings,
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enable_raii,
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tr("RAII"),
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tr("A method of automatic resource management in Vulkan "
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"that ensures proper release of resources "
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"when they are no longer needed, but may cause crashes in bundled games."));
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INSERT(Settings,
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frame_skipping,
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tr("Frame Skipping"),
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tr("Skips rendering every other frame while still presenting "
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"the frame as rendered.\nThis cuts the effective FPS in half, but can make "
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"games run stable at the game's target FPS on weaker hardware."));
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INSERT(Settings,
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async_presentation,
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tr("Enable asynchronous presentation (Vulkan only)"),
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@ -335,12 +347,6 @@ std::unique_ptr<TranslationMap> InitializeTranslations(QWidget* parent)
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tr("Improves rendering of transparency effects in specific games."));
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// Renderer (Extensions)
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INSERT(Settings,
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enable_raii,
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tr("RAII"),
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tr("A method of automatic resource management in Vulkan "
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"that ensures proper release of resources "
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"when they are no longer needed, but may cause crashes in bundled games."));
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INSERT(Settings,
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dyna_state,
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tr("Extended Dynamic State"),
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