[GPU] Improvements to GPU settings modification
- Renamed CommonGPUSetting to GPUSetting - Removed readback_resolve and memexport from d3d12 exclusive option. In the future it will be available for Vulkan too. - Removed unused enum class: gpu_cvar - Removed OS specific code from emulator_window
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@@ -50,17 +50,52 @@ DEFINE_bool(clear_memory_page_state, false,
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"for 'Team Ninja' Games to fix missing character models)",
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"GPU");
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DEFINE_bool(
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readback_resolve, false,
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"[D3D12 Only] Read render-to-texture results on the CPU. This may be "
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"needed in some games, for instance, for screenshots in saved games, but "
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"causes mid-frame synchronization, so it has a huge performance impact.",
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"GPU");
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DEFINE_bool(
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readback_memexport, false,
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"[D3D12 Only] Read data written by memory export in shaders on the CPU. "
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"This may be needed in some games (but many only access exported data on "
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"the GPU, and this flag isn't needed to handle such behavior), but causes "
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"mid-frame synchronization, so it has a huge performance impact.",
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"GPU");
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namespace xe {
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namespace gpu {
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void CommonSaveGPUSetting(CommonGPUSetting setting, uint64_t value) {
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// This should be written completely differently with support for different
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// types.
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void SaveGPUSetting(GPUSetting setting, uint64_t value) {
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switch (setting) {
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case CommonGPUSetting::ClearMemoryPageState:
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OVERRIDE_bool(clear_memory_page_state, (bool)value);
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case GPUSetting::ClearMemoryPageState:
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OVERRIDE_bool(clear_memory_page_state, static_cast<bool>(value));
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break;
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case GPUSetting::ReadbackResolve:
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OVERRIDE_bool(readback_resolve, static_cast<bool>(value));
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break;
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case GPUSetting::ReadbackMemexport:
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OVERRIDE_bool(readback_memexport, static_cast<bool>(value));
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break;
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}
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}
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bool GetGPUSetting(GPUSetting setting) {
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switch (setting) {
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case GPUSetting::ClearMemoryPageState:
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return cvars::clear_memory_page_state;
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case GPUSetting::ReadbackResolve:
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return cvars::readback_resolve;
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case GPUSetting::ReadbackMemexport:
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return cvars::readback_memexport;
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}
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return false;
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}
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using namespace xe::gpu::xenos;
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CommandProcessor::CommandProcessor(GraphicsSystem* graphics_system,
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