aboutsummaryrefslogtreecommitdiff
path: root/src/Ryujinx.Graphics.Gpu/Shader/DiskCache/ParallelDiskCacheLoader.cs
diff options
context:
space:
mode:
authorNico <Nico.Reinartz@rwth-aachen.de>2023-05-06 15:35:46 +0200
committerGitHub <noreply@github.com>2023-05-06 15:35:46 +0200
commit4c3d2d5d75c46a522d55c0a3ae6820255294517c (patch)
tree7e483befb9218f86fc6a00dec51d5afef36f55d7 /src/Ryujinx.Graphics.Gpu/Shader/DiskCache/ParallelDiskCacheLoader.cs
parentfab11ba3f1fec3e3827a8350791d76d2fcd50173 (diff)
UI: Add progress bar for re-packaging shaders (#4805)1.1.763
* 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>
Diffstat (limited to 'src/Ryujinx.Graphics.Gpu/Shader/DiskCache/ParallelDiskCacheLoader.cs')
-rw-r--r--src/Ryujinx.Graphics.Gpu/Shader/DiskCache/ParallelDiskCacheLoader.cs6
1 files changed, 6 insertions, 0 deletions
diff --git a/src/Ryujinx.Graphics.Gpu/Shader/DiskCache/ParallelDiskCacheLoader.cs b/src/Ryujinx.Graphics.Gpu/Shader/DiskCache/ParallelDiskCacheLoader.cs
index 77fb3ca4..58e5c7b1 100644
--- a/src/Ryujinx.Graphics.Gpu/Shader/DiskCache/ParallelDiskCacheLoader.cs
+++ b/src/Ryujinx.Graphics.Gpu/Shader/DiskCache/ParallelDiskCacheLoader.cs
@@ -299,10 +299,13 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
if (_programList.Count != 0)
{
+ _stateChangeCallback(ShaderCacheState.Packaging, 0, _programList.Count);
+
Logger.Info?.Print(LogClass.Gpu, $"Rebuilding {_programList.Count} shaders...");
using var streams = _hostStorage.GetOutputStreams(_context);
+ int packagedShaders = 0;
foreach (var kv in _programList)
{
if (!Active)
@@ -311,7 +314,10 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
}
(CachedShaderProgram program, byte[] binaryCode) = kv.Value;
+
_hostStorage.AddShader(_context, program, binaryCode, streams);
+
+ _stateChangeCallback(ShaderCacheState.Packaging, ++packagedShaders, _programList.Count);
}
Logger.Info?.Print(LogClass.Gpu, $"Rebuilt {_programList.Count} shaders successfully.");