android: video_core: Add support for disk shader cache. (#64)
This commit is contained in:
parent
6d2e7de2e0
commit
4006468f73
12 changed files with 258 additions and 4 deletions
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@ -42,6 +42,7 @@ object NativeLibrary {
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const val Player8Device = 7
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const val ConsoleDevice = 8
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@JvmField
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var sEmulationActivity = WeakReference<EmulationActivity?>(null)
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init {
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@ -0,0 +1,46 @@
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// SPDX-FileCopyrightText: 2023 yuzu Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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package org.yuzu.yuzu_emu.disk_shader_cache
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import org.yuzu.yuzu_emu.NativeLibrary
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import org.yuzu.yuzu_emu.R
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import org.yuzu.yuzu_emu.disk_shader_cache.ui.ShaderProgressDialogFragment
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object DiskShaderCacheProgress {
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val finishLock = Object()
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private lateinit var fragment: ShaderProgressDialogFragment
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private fun prepareDialog() {
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val emulationActivity = NativeLibrary.sEmulationActivity.get()!!
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emulationActivity.runOnUiThread {
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fragment = ShaderProgressDialogFragment.newInstance(
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emulationActivity.getString(R.string.loading),
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emulationActivity.getString(R.string.preparing_shaders)
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)
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fragment.show(emulationActivity.supportFragmentManager, ShaderProgressDialogFragment.TAG)
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}
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synchronized(finishLock) { finishLock.wait() }
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}
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@JvmStatic
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fun loadProgress(stage: Int, progress: Int, max: Int) {
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val emulationActivity = NativeLibrary.sEmulationActivity.get()
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?: error("[DiskShaderCacheProgress] EmulationActivity not present")
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when (LoadCallbackStage.values()[stage]) {
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LoadCallbackStage.Prepare -> prepareDialog()
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LoadCallbackStage.Build -> fragment.onUpdateProgress(
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emulationActivity.getString(R.string.building_shaders),
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progress,
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max
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)
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LoadCallbackStage.Complete -> fragment.dismiss()
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}
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}
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// Equivalent to VideoCore::LoadCallbackStage
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enum class LoadCallbackStage {
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Prepare, Build, Complete
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}
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}
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@ -0,0 +1,31 @@
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// SPDX-FileCopyrightText: 2023 yuzu Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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package org.yuzu.yuzu_emu.disk_shader_cache
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import androidx.lifecycle.LiveData
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import androidx.lifecycle.MutableLiveData
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import androidx.lifecycle.ViewModel
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class ShaderProgressViewModel : ViewModel() {
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private val _progress = MutableLiveData(0)
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val progress: LiveData<Int> get() = _progress
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private val _max = MutableLiveData(0)
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val max: LiveData<Int> get() = _max
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private val _message = MutableLiveData("")
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val message: LiveData<String> get() = _message
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fun setProgress(progress: Int) {
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_progress.postValue(progress)
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}
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fun setMax(max: Int) {
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_max.postValue(max)
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}
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fun setMessage(msg: String) {
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_message.postValue(msg)
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}
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}
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@ -0,0 +1,101 @@
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// SPDX-FileCopyrightText: 2023 yuzu Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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package org.yuzu.yuzu_emu.disk_shader_cache.ui
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import android.app.Dialog
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import android.os.Bundle
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import android.view.LayoutInflater
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import android.view.View
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import android.view.ViewGroup
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import androidx.appcompat.app.AlertDialog
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import androidx.fragment.app.DialogFragment
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import androidx.lifecycle.ViewModelProvider
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import com.google.android.material.dialog.MaterialAlertDialogBuilder
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import org.yuzu.yuzu_emu.databinding.DialogProgressBarBinding
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import org.yuzu.yuzu_emu.disk_shader_cache.DiskShaderCacheProgress
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import org.yuzu.yuzu_emu.disk_shader_cache.ShaderProgressViewModel
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class ShaderProgressDialogFragment : DialogFragment() {
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private var _binding: DialogProgressBarBinding? = null
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private val binding get() = _binding!!
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private lateinit var alertDialog: AlertDialog
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private lateinit var shaderProgressViewModel: ShaderProgressViewModel
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override fun onCreateDialog(savedInstanceState: Bundle?): Dialog {
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_binding = DialogProgressBarBinding.inflate(layoutInflater)
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shaderProgressViewModel =
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ViewModelProvider(requireActivity())[ShaderProgressViewModel::class.java]
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val title = requireArguments().getString(TITLE)
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val message = requireArguments().getString(MESSAGE)
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isCancelable = false
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alertDialog = MaterialAlertDialogBuilder(requireActivity())
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.setView(binding.root)
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.setTitle(title)
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.setMessage(message)
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.create()
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return alertDialog
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}
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override fun onCreateView(
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inflater: LayoutInflater,
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container: ViewGroup?,
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savedInstanceState: Bundle?
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): View {
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return binding.root
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}
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override fun onViewCreated(view: View, savedInstanceState: Bundle?) {
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super.onViewCreated(view, savedInstanceState)
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shaderProgressViewModel.progress.observe(viewLifecycleOwner) { progress ->
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binding.progressBar.progress = progress
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setUpdateText()
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}
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shaderProgressViewModel.max.observe(viewLifecycleOwner) { max ->
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binding.progressBar.max = max
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setUpdateText()
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}
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shaderProgressViewModel.message.observe(viewLifecycleOwner) { msg ->
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alertDialog.setMessage(msg)
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}
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synchronized(DiskShaderCacheProgress.finishLock) { DiskShaderCacheProgress.finishLock.notifyAll() }
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}
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override fun onDestroyView() {
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super.onDestroyView()
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_binding = null
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}
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fun onUpdateProgress(msg: String, progress: Int, max: Int) {
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shaderProgressViewModel.setProgress(progress)
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shaderProgressViewModel.setMax(max)
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shaderProgressViewModel.setMessage(msg)
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}
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private fun setUpdateText() {
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binding.progressText.text = String.format(
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"%d/%d",
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shaderProgressViewModel.progress.value,
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shaderProgressViewModel.max.value
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)
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}
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companion object {
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const val TAG = "ProgressDialogFragment"
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const val TITLE = "title"
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const val MESSAGE = "message"
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fun newInstance(title: String, message: String): ShaderProgressDialogFragment {
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val frag = ShaderProgressDialogFragment()
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val args = Bundle()
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args.putString(TITLE, title)
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args.putString(MESSAGE, message)
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frag.arguments = args
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return frag
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}
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}
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}
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@ -196,6 +196,8 @@ class SettingsFragmentPresenter(private val fragmentView: SettingsFragmentView)
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val rendererResolution = rendererSection.getSetting(SettingsFile.KEY_RENDERER_RESOLUTION)
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val rendererAspectRatio =
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rendererSection.getSetting(SettingsFile.KEY_RENDERER_ASPECT_RATIO)
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val rendererUseDiskShaderCache =
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rendererSection.getSetting(SettingsFile.KEY_RENDERER_USE_DISK_SHADER_CACHE)
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val rendererForceMaxClocks =
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rendererSection.getSetting(SettingsFile.KEY_RENDERER_FORCE_MAX_CLOCK)
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val rendererAsynchronousShaders =
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@ -250,6 +252,16 @@ class SettingsFragmentPresenter(private val fragmentView: SettingsFragmentView)
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0
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)
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)
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add(
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SwitchSetting(
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SettingsFile.KEY_RENDERER_USE_DISK_SHADER_CACHE,
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Settings.SECTION_RENDERER,
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rendererUseDiskShaderCache,
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R.string.use_disk_shader_cache,
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R.string.use_disk_shader_cache_description,
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true
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)
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)
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add(
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SwitchSetting(
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SettingsFile.KEY_RENDERER_FORCE_MAX_CLOCK,
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@ -36,6 +36,7 @@ object SettingsFile {
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const val KEY_RENDERER_RESOLUTION = "resolution_setup"
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const val KEY_RENDERER_ASPECT_RATIO = "aspect_ratio"
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const val KEY_RENDERER_ACCURACY = "gpu_accuracy"
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const val KEY_RENDERER_USE_DISK_SHADER_CACHE = "use_disk_shader_cache"
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const val KEY_RENDERER_ASYNCHRONOUS_SHADERS = "use_asynchronous_shaders"
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const val KEY_RENDERER_FORCE_MAX_CLOCK = "force_max_clock"
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const val KEY_RENDERER_USE_SPEED_LIMIT = "use_speed_limit"
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@ -226,10 +226,6 @@ void Config::ReadValues() {
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ReadSetting("Renderer", Settings::values.bg_green);
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ReadSetting("Renderer", Settings::values.bg_blue);
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// Disable shader cache by default on Android
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Settings::values.use_disk_shader_cache =
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config->GetBoolean("Renderer", "use_disk_shader_cache", false);
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// Enable force_max_clock by default on Android
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Settings::values.renderer_force_max_clock =
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config->GetBoolean("Renderer", "force_max_clock", true);
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@ -3,13 +3,18 @@
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#include <jni.h>
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#include "common/assert.h"
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#include "common/fs/fs_android.h"
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#include "jni/applets/software_keyboard.h"
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#include "jni/id_cache.h"
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#include "video_core/rasterizer_interface.h"
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static JavaVM* s_java_vm;
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static jclass s_native_library_class;
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static jclass s_disk_cache_progress_class;
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static jclass s_load_callback_stage_class;
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static jmethodID s_exit_emulation_activity;
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static jmethodID s_disk_cache_load_progress;
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static constexpr jint JNI_VERSION = JNI_VERSION_1_6;
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@ -38,10 +43,22 @@ jclass GetNativeLibraryClass() {
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return s_native_library_class;
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}
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jclass GetDiskCacheProgressClass() {
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return s_disk_cache_progress_class;
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}
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jclass GetDiskCacheLoadCallbackStageClass() {
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return s_load_callback_stage_class;
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}
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jmethodID GetExitEmulationActivity() {
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return s_exit_emulation_activity;
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}
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jmethodID GetDiskCacheLoadProgress() {
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return s_disk_cache_load_progress;
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}
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} // namespace IDCache
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#ifdef __cplusplus
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@ -58,8 +75,16 @@ jint JNI_OnLoad(JavaVM* vm, void* reserved) {
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// Initialize Java classes
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const jclass native_library_class = env->FindClass("org/yuzu/yuzu_emu/NativeLibrary");
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s_native_library_class = reinterpret_cast<jclass>(env->NewGlobalRef(native_library_class));
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s_disk_cache_progress_class = reinterpret_cast<jclass>(env->NewGlobalRef(
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env->FindClass("org/yuzu/yuzu_emu/disk_shader_cache/DiskShaderCacheProgress")));
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s_load_callback_stage_class = reinterpret_cast<jclass>(env->NewGlobalRef(env->FindClass(
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"org/yuzu/yuzu_emu/disk_shader_cache/DiskShaderCacheProgress$LoadCallbackStage")));
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// Initialize methods
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s_exit_emulation_activity =
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env->GetStaticMethodID(s_native_library_class, "exitEmulationActivity", "(I)V");
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s_disk_cache_load_progress =
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env->GetStaticMethodID(s_disk_cache_progress_class, "loadProgress", "(III)V");
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// Initialize Android Storage
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Common::FS::Android::RegisterCallbacks(env, s_native_library_class);
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@ -79,6 +104,8 @@ void JNI_OnUnload(JavaVM* vm, void* reserved) {
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// UnInitialize Android Storage
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Common::FS::Android::UnRegisterCallbacks();
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env->DeleteGlobalRef(s_native_library_class);
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env->DeleteGlobalRef(s_disk_cache_progress_class);
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env->DeleteGlobalRef(s_load_callback_stage_class);
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// UnInitialze applets
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SoftwareKeyboard::CleanupJNI(env);
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@ -2,10 +2,15 @@
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#include <jni.h>
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#include "video_core/rasterizer_interface.h"
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namespace IDCache {
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JNIEnv* GetEnvForThread();
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jclass GetNativeLibraryClass();
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jclass GetDiskCacheProgressClass();
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jclass GetDiskCacheLoadCallbackStageClass();
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jmethodID GetExitEmulationActivity();
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jmethodID GetDiskCacheLoadProgress();
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} // namespace IDCache
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@ -51,6 +51,7 @@
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#include "jni/emu_window/emu_window.h"
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#include "jni/id_cache.h"
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#include "video_core/rasterizer_interface.h"
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#include "video_core/renderer_base.h"
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namespace {
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@ -229,6 +230,15 @@ public:
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m_is_running = true;
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}
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// Load the disk shader cache.
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if (Settings::values.use_disk_shader_cache.GetValue()) {
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LoadDiskCacheProgress(VideoCore::LoadCallbackStage::Prepare, 0, 0);
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m_system.Renderer().ReadRasterizer()->LoadDiskResources(
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m_system.GetApplicationProcessProgramID(), std::stop_token{},
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LoadDiskCacheProgress);
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LoadDiskCacheProgress(VideoCore::LoadCallbackStage::Complete, 0, 0);
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}
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void(m_system.Run());
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if (m_system.DebuggerEnabled()) {
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@ -295,6 +305,14 @@ private:
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return entry;
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}
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private:
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static void LoadDiskCacheProgress(VideoCore::LoadCallbackStage stage, int progress, int max) {
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JNIEnv* env = IDCache::GetEnvForThread();
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env->CallStaticVoidMethod(IDCache::GetDiskCacheProgressClass(),
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IDCache::GetDiskCacheLoadProgress(), static_cast<jint>(stage),
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static_cast<jint>(progress), static_cast<jint>(max));
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}
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private:
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static EmulationSession s_instance;
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@ -12,4 +12,13 @@
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android:layout_margin="24dp"
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app:trackCornerRadius="4dp" />
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<TextView
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android:id="@+id/progress_text"
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android:layout_width="match_parent"
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android:layout_height="wrap_content"
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android:layout_marginLeft="24dp"
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android:layout_marginRight="24dp"
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android:layout_marginBottom="24dp"
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android:gravity="end" />
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</LinearLayout>
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@ -35,6 +35,8 @@
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<string name="renderer_asynchronous_shaders_description">Compiles shaders asynchronously, which will reduce stutter but may introduce glitches.</string>
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<string name="renderer_debug">Enable graphics debugging</string>
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<string name="renderer_debug_description">When checked, the graphics API enters a slower debugging mode.</string>
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<string name="use_disk_shader_cache">Use disk shader cache</string>
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<string name="use_disk_shader_cache_description">Reduce stuttering by storing and loading generated shaders to disk.</string>
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<!-- Audio settings strings -->
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<string name="audio_volume">Volume</string>
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@ -45,6 +47,7 @@
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<string name="ini_saved">Saved settings</string>
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<string name="gameid_saved">Saved settings for %1$s</string>
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<string name="error_saving">Error saving %1$s.ini: %2$s</string>
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<string name="loading">Loading...</string>
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<!-- Game Grid Screen-->
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<string name="grid_menu_core_settings">Settings</string>
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@ -183,4 +186,8 @@
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<string name="gamepad_home">Home</string>
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<string name="gamepad_screenshot">Screenshot</string>
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<!-- Disk shader cache -->
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<string name="preparing_shaders">Preparing shaders</string>
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<string name="building_shaders">Building shaders</string>
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</resources>
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Reference in a new issue