Merge branch 'master' into fullscreen-enum

This commit is contained in:
lat9nq 2021-07-25 15:31:33 -04:00 committed by GitHub
commit 09d6cc9943
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GPG key ID: 4AEE18F83AFDEB23
453 changed files with 49820 additions and 27394 deletions

View file

@ -444,6 +444,8 @@ void Config::ReadValues() {
// Renderer
ReadSetting("Renderer", Settings::values.renderer_backend);
ReadSetting("Renderer", Settings::values.renderer_debug);
ReadSetting("Renderer", Settings::values.enable_nsight_aftermath);
ReadSetting("Renderer", Settings::values.disable_shader_loop_safety_checks);
ReadSetting("Renderer", Settings::values.vulkan_device);
ReadSetting("Renderer", Settings::values.fullscreen_mode);
@ -456,7 +458,7 @@ void Config::ReadValues() {
ReadSetting("Renderer", Settings::values.use_asynchronous_gpu_emulation);
ReadSetting("Renderer", Settings::values.use_vsync);
ReadSetting("Renderer", Settings::values.disable_fps_limit);
ReadSetting("Renderer", Settings::values.use_assembly_shaders);
ReadSetting("Renderer", Settings::values.shader_backend);
ReadSetting("Renderer", Settings::values.use_asynchronous_shaders);
ReadSetting("Renderer", Settings::values.use_nvdec_emulation);
ReadSetting("Renderer", Settings::values.accelerate_astc);

View file

@ -221,6 +221,14 @@ backend =
# 0 (default): Disabled, 1: Enabled
debug =
# Enable Nsight Aftermath crash dumps
# 0 (default): Disabled, 1: Enabled
nsight_aftermath =
# Disable shader loop safety checks, executing the shader without loop logic changes
# 0 (default): Disabled, 1: Enabled
disable_shader_loop_safety_checks =
# Which Vulkan physical device to use (defaults to 0)
vulkan_device =
@ -240,9 +248,10 @@ max_anisotropy =
# 0 (default): Off, 1: On
use_vsync =
# Whether to use OpenGL assembly shaders or not. NV_gpu_program5 is required.
# 0: Off, 1 (default): On
use_assembly_shaders =
# Selects the OpenGL shader backend. NV_gpu_program5 is required for GLASM. If NV_gpu_program5 is
# not available and GLASM is selected, GLSL will be used.
# 0: GLSL, 1 (default): GLASM, 2: SPIR-V
shader_backend =
# Whether to allow asynchronous shader building.
# 0 (default): Off, 1: On

View file

@ -218,9 +218,11 @@ int main(int argc, char** argv) {
// Core is loaded, start the GPU (makes the GPU contexts current to this thread)
system.GPU().Start();
system.Renderer().ReadRasterizer()->LoadDiskResources(
system.CurrentProcess()->GetTitleID(), std::stop_token{},
[](VideoCore::LoadCallbackStage, size_t value, size_t total) {});
if (Settings::values.use_disk_shader_cache.GetValue()) {
system.Renderer().ReadRasterizer()->LoadDiskResources(
system.CurrentProcess()->GetTitleID(), std::stop_token{},
[](VideoCore::LoadCallbackStage, size_t value, size_t total) {});
}
void(system.Run());
while (emu_window->IsOpen()) {