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Implement "PPU LLVM Precompilation" control setting
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@ -2581,7 +2581,7 @@ extern void ppu_initialize()
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}
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// Avoid compilation if main's cache exists or it is a standalone SELF with no PARAM.SFO
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if (compile_main && !Emu.GetTitleID().empty())
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if (compile_main && g_cfg.core.ppu_llvm_precompilation && !Emu.GetTitleID().empty())
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{
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// Try to add all related directories
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const std::set<std::string> dirs = Emu.GetGameDirs();
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@ -26,6 +26,7 @@ struct cfg_root : cfg::node
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cfg::string llvm_cpu{ this, "Use LLVM CPU" };
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cfg::_int<0, INT32_MAX> llvm_threads{ this, "Max LLVM Compile Threads", 0 };
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cfg::_bool ppu_llvm_greedy_mode{ this, "PPU LLVM Greedy Mode", false, false };
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cfg::_bool ppu_llvm_precompilation{ this, "PPU LLVM Precompilation", true };
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cfg::_enum<thread_scheduler_mode> thread_scheduler{this, "Thread Scheduler Mode", thread_scheduler_mode::os};
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cfg::_bool set_daz_and_ftz{ this, "Set DAZ and FTZ", false };
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cfg::_enum<spu_decoder_type> spu_decoder{ this, "SPU Decoder", spu_decoder_type::llvm };
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@ -19,6 +19,7 @@ enum class emu_settings_type
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SPUDebug,
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MFCDebug,
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MaxLLVMThreads,
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PPULLVMPrecompilation,
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EnableTSX,
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AccurateGETLLAR,
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AccurateSpuDMA,
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@ -170,6 +171,7 @@ static const QMap<emu_settings_type, cfg_location> settings_location =
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{ emu_settings_type::SPUDebug, { "Core", "SPU Debug"}},
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{ emu_settings_type::MFCDebug, { "Core", "MFC Debug"}},
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{ emu_settings_type::MaxLLVMThreads, { "Core", "Max LLVM Compile Threads"}},
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{ emu_settings_type::PPULLVMPrecompilation, { "Core", "PPU LLVM Precompilation"}},
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{ emu_settings_type::EnableTSX, { "Core", "Enable TSX"}},
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{ emu_settings_type::AccurateGETLLAR, { "Core", "Accurate GETLLAR"}},
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{ emu_settings_type::AccurateSpuDMA, { "Core", "Accurate SPU DMA"}},
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@ -1799,6 +1799,9 @@ settings_dialog::settings_dialog(std::shared_ptr<gui_settings> gui_settings, std
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m_emu_settings->EnhanceCheckBox(ui->accurateRSXAccess, emu_settings_type::AccurateRSXAccess);
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SubscribeTooltip(ui->accurateRSXAccess, tooltips.settings.accurate_rsx_access);
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m_emu_settings->EnhanceCheckBox(ui->ppuPrecompilation, emu_settings_type::PPULLVMPrecompilation);
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SubscribeTooltip(ui->ppuPrecompilation, tooltips.settings.ppu_precompilation);
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m_emu_settings->EnhanceCheckBox(ui->hookStFunc, emu_settings_type::HookStaticFuncs);
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SubscribeTooltip(ui->hookStFunc, tooltips.settings.hook_static_functions);
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@ -1891,6 +1891,13 @@
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</property>
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</widget>
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</item>
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<item>
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<widget class="QCheckBox" name="ppuPrecompilation">
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<property name="text">
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<string>PPU LLVM Precompliation</string>
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</property>
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</widget>
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</item>
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<item>
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<widget class="QCheckBox" name="silenceAllLogs">
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<property name="text">
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@ -58,6 +58,7 @@ public:
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const QString ppu_precise = tr("Interprets PPU code with absolute accuracy.\nThis is the most accurate Interpreter, but very slow to play games with.\nYou may try this as a last resort if you encounter odd bugs or crashes.\nIf unsure, use PPU Interpreter Fast or PPU Recompiler (LLVM).");
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const QString ppu_fast = tr("Interprets PPU code with sacrificed accuracy in order to achieve better performance.\nThis is the fastest interpreter.\nIt very rarely breaks games even in comparison to the Precise option.\nTry this if PPU Recompiler (LLVM) fails.");
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const QString ppu_llvm = tr("Recompiles and caches the game's PPU code using the LLVM Recompiler once before running it for the first time.\nThis is by far the fastest option and should always be used.\nShould you face compatibility issues, fall back to one of the Interpreters and retry.\nIf unsure, use this option.");
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const QString ppu_precompilation = tr("Searches the game's directory and precompiles extra PPU modules during boot.\nIf disabled, these modules will only be compiled when needed. Depending on the game, this might interrupt the gameplay unexpectedly and possibly frequently.\nOnly disable this if you want to get ingame more quickly.");
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const QString spu_precise = tr("Interprets SPU code with absolute accuracy.\nThis is extremely slow but may fix broken graphics in some games.");
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const QString spu_fast = tr("Interprets SPU code with sacrificed accuracy in order to achieve better performance.\nThis is slower than the SPU Recompiler but significantly faster than the precise interpreter.\nGames rarely need this however.");
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const QString spu_asmjit = tr("Recompiles the game's SPU code using the ASMJIT Recompiler.\nThis is the fast option with very good compatibility.\nIf unsure, use this option.");
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