forked from Mirror/Ryujinx
UI: Add progress bar for re-packaging shaders (#4805)
* feat: introduce new shader loading state for progress tracking when writing shaders to disk * fix: move translation to bottom of locale file * fix: change back to foreach and add requested spacing between lines * style: fix formatting Co-authored-by: gdkchan <gab.dark.100@gmail.com> --------- Co-authored-by: gdkchan <gab.dark.100@gmail.com>
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4 changed files with 14 additions and 1 deletions
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@ -644,5 +644,6 @@
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"UserEditorTitleCreate" : "Create User",
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"UserEditorTitleCreate" : "Create User",
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"SettingsTabNetworkInterface": "Network Interface:",
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"SettingsTabNetworkInterface": "Network Interface:",
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"NetworkInterfaceTooltip": "The network interface used for LAN features",
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"NetworkInterfaceTooltip": "The network interface used for LAN features",
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"NetworkInterfaceDefault": "Default"
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"NetworkInterfaceDefault": "Default",
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"PackagingShaders": "Packaging Shaders"
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}
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}
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@ -1099,6 +1099,10 @@ namespace Ryujinx.Ava.UI.ViewModels
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LoadHeading = LocaleManager.Instance[LocaleKeys.CompilingShaders];
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LoadHeading = LocaleManager.Instance[LocaleKeys.CompilingShaders];
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IsLoadingIndeterminate = false;
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IsLoadingIndeterminate = false;
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break;
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break;
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case ShaderCacheLoadingState.Packaging:
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LoadHeading = LocaleManager.Instance[LocaleKeys.PackagingShaders];
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IsLoadingIndeterminate = false;
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break;
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case ShaderCacheLoadingState.Loaded:
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case ShaderCacheLoadingState.Loaded:
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LoadHeading = LocaleManager.Instance.UpdateAndGetDynamicValue(LocaleKeys.LoadingHeading, TitleName);
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LoadHeading = LocaleManager.Instance.UpdateAndGetDynamicValue(LocaleKeys.LoadingHeading, TitleName);
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IsLoadingIndeterminate = true;
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IsLoadingIndeterminate = true;
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@ -299,10 +299,13 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
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if (_programList.Count != 0)
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if (_programList.Count != 0)
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{
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{
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_stateChangeCallback(ShaderCacheState.Packaging, 0, _programList.Count);
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Logger.Info?.Print(LogClass.Gpu, $"Rebuilding {_programList.Count} shaders...");
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Logger.Info?.Print(LogClass.Gpu, $"Rebuilding {_programList.Count} shaders...");
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using var streams = _hostStorage.GetOutputStreams(_context);
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using var streams = _hostStorage.GetOutputStreams(_context);
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int packagedShaders = 0;
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foreach (var kv in _programList)
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foreach (var kv in _programList)
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{
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{
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if (!Active)
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if (!Active)
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@ -311,7 +314,10 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
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}
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}
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(CachedShaderProgram program, byte[] binaryCode) = kv.Value;
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(CachedShaderProgram program, byte[] binaryCode) = kv.Value;
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_hostStorage.AddShader(_context, program, binaryCode, streams);
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_hostStorage.AddShader(_context, program, binaryCode, streams);
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_stateChangeCallback(ShaderCacheState.Packaging, ++packagedShaders, _programList.Count);
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}
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}
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Logger.Info?.Print(LogClass.Gpu, $"Rebuilt {_programList.Count} shaders successfully.");
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Logger.Info?.Print(LogClass.Gpu, $"Rebuilt {_programList.Count} shaders successfully.");
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@ -7,6 +7,8 @@ namespace Ryujinx.Graphics.Gpu.Shader
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Start,
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Start,
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/// <summary>Shader cache is loading</summary>
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/// <summary>Shader cache is loading</summary>
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Loading,
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Loading,
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/// <summary>Shader cache is written to disk</summary>
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Packaging,
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/// <summary>Shader cache finished loading</summary>
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/// <summary>Shader cache finished loading</summary>
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Loaded
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Loaded
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}
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}
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