QT Frontend: Add disk shader loading progress bar
Until we get a on screen display or async shader loading, we should at least have some measure of progress in the meantime. This is 90% a port from the loading screen I made for yuzu, but with a slightly different changed detection for when to display the ETA. Now we keep track of a rolling estimate for shader load ETA and only display a ETA if its going to take longer than 10 seconds.
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8 changed files with 542 additions and 6 deletions
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src/citra_qt/loading_screen.cpp
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src/citra_qt/loading_screen.cpp
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// Copyright 2020 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include <unordered_map>
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#include <QBuffer>
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#include <QByteArray>
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#include <QGraphicsOpacityEffect>
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#include <QHBoxLayout>
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#include <QIODevice>
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#include <QImage>
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#include <QLabel>
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#include <QPainter>
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#include <QPalette>
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#include <QPixmap>
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#include <QProgressBar>
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#include <QPropertyAnimation>
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#include <QStyleOption>
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#include <QTime>
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#include <QtConcurrent/QtConcurrentRun>
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#include "citra_qt/loading_screen.h"
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#include "common/logging/log.h"
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#include "core/loader/loader.h"
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#include "core/loader/smdh.h"
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#include "ui_loading_screen.h"
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#include "video_core/rasterizer_interface.h"
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constexpr char PROGRESSBAR_STYLE_PREPARE[] = R"(
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QProgressBar {}
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QProgressBar::chunk {})";
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constexpr char PROGRESSBAR_STYLE_DECOMPILE[] = R"(
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QProgressBar {
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background-color: black;
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border: 2px solid white;
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border-radius: 4px;
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padding: 2px;
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}
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QProgressBar::chunk {
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background-color: #fd8507;
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width: 1px;
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})";
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constexpr char PROGRESSBAR_STYLE_BUILD[] = R"(
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QProgressBar {
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background-color: black;
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border: 2px solid white;
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border-radius: 4px;
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padding: 2px;
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}
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QProgressBar::chunk {
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background-color: #ffe402;
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width: 1px;
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})";
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constexpr char PROGRESSBAR_STYLE_COMPLETE[] = R"(
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QProgressBar {
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background-color: #fd8507;
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border: 2px solid white;
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border-radius: 4px;
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padding: 2px;
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}
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QProgressBar::chunk {
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background-color: #ffe402;
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})";
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// Definitions for the differences in text and styling for each stage
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const static std::unordered_map<VideoCore::LoadCallbackStage, const char*> stage_translations{
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{VideoCore::LoadCallbackStage::Prepare, QT_TRANSLATE_NOOP("LoadingScreen", "Loading...")},
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{VideoCore::LoadCallbackStage::Decompile,
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QT_TRANSLATE_NOOP("LoadingScreen", "Preparing Shaders %1 / %2")},
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{VideoCore::LoadCallbackStage::Build,
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QT_TRANSLATE_NOOP("LoadingScreen", "Loading Shaders %1 / %2")},
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{VideoCore::LoadCallbackStage::Complete, QT_TRANSLATE_NOOP("LoadingScreen", "Launching...")},
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};
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const static std::unordered_map<VideoCore::LoadCallbackStage, const char*> progressbar_style{
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{VideoCore::LoadCallbackStage::Prepare, PROGRESSBAR_STYLE_PREPARE},
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{VideoCore::LoadCallbackStage::Decompile, PROGRESSBAR_STYLE_DECOMPILE},
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{VideoCore::LoadCallbackStage::Build, PROGRESSBAR_STYLE_BUILD},
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{VideoCore::LoadCallbackStage::Complete, PROGRESSBAR_STYLE_COMPLETE},
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};
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static QPixmap GetQPixmapFromSMDH(std::vector<u8>& smdh_data) {
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Loader::SMDH smdh;
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memcpy(&smdh, smdh_data.data(), sizeof(Loader::SMDH));
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bool large = true;
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std::vector<u16> icon_data = smdh.GetIcon(large);
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const uchar* data = reinterpret_cast<const uchar*>(icon_data.data());
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int size = large ? 48 : 24;
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QImage icon(data, size, size, QImage::Format::Format_RGB16);
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return QPixmap::fromImage(icon);
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}
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LoadingScreen::LoadingScreen(QWidget* parent)
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: QWidget(parent), ui(std::make_unique<Ui::LoadingScreen>()),
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previous_stage(VideoCore::LoadCallbackStage::Complete) {
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ui->setupUi(this);
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setMinimumSize(400, 240);
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// Create a fade out effect to hide this loading screen widget.
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// When fading opacity, it will fade to the parent widgets background color, which is why we
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// create an internal widget named fade_widget that we use the effect on, while keeping the
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// loading screen widget's background color black. This way we can create a fade to black effect
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opacity_effect = new QGraphicsOpacityEffect(this);
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opacity_effect->setOpacity(1);
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ui->fade_parent->setGraphicsEffect(opacity_effect);
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fadeout_animation = std::make_unique<QPropertyAnimation>(opacity_effect, "opacity");
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fadeout_animation->setDuration(500);
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fadeout_animation->setStartValue(1);
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fadeout_animation->setEndValue(0);
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fadeout_animation->setEasingCurve(QEasingCurve::OutBack);
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// After the fade completes, hide the widget and reset the opacity
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connect(fadeout_animation.get(), &QPropertyAnimation::finished, [this] {
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hide();
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opacity_effect->setOpacity(1);
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emit Hidden();
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});
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connect(this, &LoadingScreen::LoadProgress, this, &LoadingScreen::OnLoadProgress,
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Qt::QueuedConnection);
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qRegisterMetaType<VideoCore::LoadCallbackStage>();
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}
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LoadingScreen::~LoadingScreen() = default;
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void LoadingScreen::Prepare(Loader::AppLoader& loader) {
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std::vector<u8> buffer;
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// TODO when banner becomes supported, decode it and add it as a movie
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if (loader.ReadIcon(buffer) == Loader::ResultStatus::Success) {
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QPixmap icon = GetQPixmapFromSMDH(buffer);
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ui->icon->setPixmap(icon);
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}
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std::string title;
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if (loader.ReadTitle(title) == Loader::ResultStatus::Success) {
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ui->title->setText(QString("Now Loading\n") + QString::fromStdString(title));
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}
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eta_shown = false;
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OnLoadProgress(VideoCore::LoadCallbackStage::Prepare, 0, 0);
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}
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void LoadingScreen::OnLoadComplete() {
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fadeout_animation->start(QPropertyAnimation::KeepWhenStopped);
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}
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void LoadingScreen::OnLoadProgress(VideoCore::LoadCallbackStage stage, std::size_t value,
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std::size_t total) {
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using namespace std::chrono;
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const auto now = high_resolution_clock::now();
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// reset the timer if the stage changes
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if (stage != previous_stage) {
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ui->progress_bar->setStyleSheet(progressbar_style.at(stage));
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// Hide the progress bar during the prepare stage
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if (stage == VideoCore::LoadCallbackStage::Prepare) {
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ui->progress_bar->hide();
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} else {
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ui->progress_bar->show();
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}
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previous_stage = stage;
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}
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// update the max of the progress bar if the number of shaders change
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if (total != previous_total) {
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ui->progress_bar->setMaximum(static_cast<int>(total));
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previous_total = total;
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}
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// calculate a simple rolling average after the first shader is loaded
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if (value > 0) {
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rolling_average -= rolling_average / NumberOfDataPoints;
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rolling_average += (now - previous_time) / NumberOfDataPoints;
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}
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QString estimate;
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// After 25 shader load times were put into the rolling average, determine if the ETA is long
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// enough to show it
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if (value > NumberOfDataPoints &&
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(eta_shown || rolling_average * (total - value) > ETABreakPoint)) {
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if (!eta_shown) {
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eta_shown = true;
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}
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const auto eta_mseconds = std::chrono::duration_cast<std::chrono::milliseconds>(
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rolling_average * (total - value));
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estimate = tr("Estimated Time %1")
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.arg(QTime(0, 0, 0, 0)
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.addMSecs(std::max<long>(eta_mseconds.count(), 1000))
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.toString(QStringLiteral("mm:ss")));
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}
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// update labels and progress bar
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const auto& stg = tr(stage_translations.at(stage));
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if (stage == VideoCore::LoadCallbackStage::Decompile ||
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stage == VideoCore::LoadCallbackStage::Build) {
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ui->stage->setText(stg.arg(value).arg(total));
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} else {
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ui->stage->setText(stg);
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}
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ui->value->setText(estimate);
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ui->progress_bar->setValue(static_cast<int>(value));
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previous_time = now;
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}
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void LoadingScreen::paintEvent(QPaintEvent* event) {
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QStyleOption opt;
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opt.init(this);
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QPainter p(this);
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style()->drawPrimitive(QStyle::PE_Widget, &opt, &p, this);
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QWidget::paintEvent(event);
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}
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void LoadingScreen::Clear() {}
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