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GPU/HW: Add loading bar to shader compilation
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@ -1,6 +1,7 @@
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#include "gpu_hw_opengl.h"
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#include "common/assert.h"
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#include "common/log.h"
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#include "common/timer.h"
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#include "gpu_hw_shadergen.h"
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#include "host_display.h"
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#include "system.h"
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@ -358,7 +359,19 @@ bool GPU_HW_OpenGL::CompilePrograms()
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GPU_HW_ShaderGen shadergen(m_host_display->GetRenderAPI(), m_resolution_scale, m_true_color, m_scaled_dithering,
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m_texture_filtering, m_using_uv_limits, m_supports_dual_source_blend);
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g_host_interface->DisplayLoadingScreen("Compiling Shaders...");
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Common::Timer compile_time;
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const int progress_total = (4 * 9 * 2 * 2) + (2 * 3) + 5;
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int progress_value = 0;
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#define UPDATE_PROGRESS() \
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do \
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{ \
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progress_value++; \
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if (compile_time.GetTimeSeconds() >= 1.0f) \
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{ \
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compile_time.Reset(); \
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g_host_interface->DisplayLoadingScreen("Compiling Shaders", 0, progress_total, progress_value); \
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} \
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} while (0)
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for (u32 render_mode = 0; render_mode < 4; render_mode++)
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{
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@ -416,6 +429,8 @@ bool GPU_HW_OpenGL::CompilePrograms()
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}
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m_render_programs[render_mode][texture_mode][dithering][interlacing] = std::move(*prog);
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UPDATE_PROGRESS();
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}
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}
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}
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@ -444,6 +459,7 @@ bool GPU_HW_OpenGL::CompilePrograms()
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prog->Uniform1i("samp0", 0);
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}
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m_display_programs[depth_24bit][interlaced] = std::move(*prog);
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UPDATE_PROGRESS();
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}
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}
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@ -460,6 +476,7 @@ bool GPU_HW_OpenGL::CompilePrograms()
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prog->BindUniformBlock("UBOBlock", 1);
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m_vram_interlaced_fill_program = std::move(*prog);
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UPDATE_PROGRESS();
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prog = m_shader_cache.GetProgram(shadergen.GenerateScreenQuadVertexShader(), {},
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shadergen.GenerateVRAMReadFragmentShader(),
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@ -477,6 +494,7 @@ bool GPU_HW_OpenGL::CompilePrograms()
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prog->Uniform1i("samp0", 0);
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}
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m_vram_read_program = std::move(*prog);
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UPDATE_PROGRESS();
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prog = m_shader_cache.GetProgram(shadergen.GenerateScreenQuadVertexShader(), {},
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shadergen.GenerateVRAMCopyFragmentShader(),
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@ -494,6 +512,7 @@ bool GPU_HW_OpenGL::CompilePrograms()
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prog->Uniform1i("samp0", 0);
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}
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m_vram_copy_program = std::move(*prog);
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UPDATE_PROGRESS();
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prog = m_shader_cache.GetProgram(shadergen.GenerateScreenQuadVertexShader(), {},
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shadergen.GenerateVRAMUpdateDepthFragmentShader());
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@ -503,6 +522,7 @@ bool GPU_HW_OpenGL::CompilePrograms()
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prog->Bind();
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prog->Uniform1i("samp0", 0);
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m_vram_update_depth_program = std::move(*prog);
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UPDATE_PROGRESS();
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if (m_supports_texture_buffer || m_use_ssbo_for_vram_writes)
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{
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@ -524,6 +544,9 @@ bool GPU_HW_OpenGL::CompilePrograms()
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m_vram_write_program = std::move(*prog);
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}
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UPDATE_PROGRESS();
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#undef UPDATE_PROGRESS
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return true;
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}
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