Asynchronous Shader Compilation support #81

Closed
opened 2024-10-27 18:34:24 +00:00 by Ammar-Sadaoui · 0 comments
Ammar-Sadaoui commented 2024-10-27 18:34:24 +00:00 (Migrated from github.com)

Overview

Asynchronous Shader Compilation is a performance-enhancing feature that allows shaders to be compiled in the background while a game is running, preventing stutters or frame drops. Shaders are used to define how graphics are rendered on the GPU, and in emulation, they often need to be recompiled from the original console format to a format compatible with the user's PC. Without asynchronous compilation, when the emulator encounters a new shader, it may freeze momentarily, leading to performance issues and a degraded gameplay experience. Implementing this feature would smooth out gameplay, particularly for games with numerous or complex shaders.

Smaller details

  1. Shader Compilation in the Background:

When the emulator encounters a new shader, instead of compiling it synchronously (pausing the game), it should continue rendering the game while the shader is compiled in the background.

This can be implemented using a separate thread or task for shader compilation.

  1. Fallback and Temporary Shaders:

In place of the uncompiled shader, a temporary placeholder shader (e.g., a basic one that may reduce visual fidelity) could be used until the actual shader is fully compiled.

  1. Shader Caching:

Once compiled, shaders should be cached so that they don’t need to be recompiled on subsequent runs. This would further improve performance after initial compilation.

Ideally, this cache would be persistent across different gaming sessions.

  1. Error Handling:

Implement error handling to ensure that if a shader fails to compile asynchronously, it does not crash the emulator. The system should gracefully fall back to safe rendering.

  1. Performance Optimizations:

Threading models and synchronization should be optimized to minimize CPU overhead during asynchronous compilation.

Nature of request

This request is to implement Asynchronous Shader Compilation in RyujiNX. The feature aims to improve the overall user experience by allowing shader compilation to occur without interrupting the gameplay. It would involve running shader compilation tasks in the background, with potential fallback to temporary shaders until the final versions are ready.

Why would this feature be useful?

Asynchronous Shader Compilation would significantly reduce stutters and frame drops that occur when the emulator pauses to compile shaders synchronously. This is especially important for games with complex graphics or a large number of shaders, where synchronous compilation can cause noticeable and frequent slowdowns. By enabling this feature, players can enjoy smoother and more seamless gameplay, which enhances the overall performance of the emulator. Additionally, this feature is particularly useful for users with lower-end hardware, as they are more likely to experience performance hits from synchronous shader compilation.

### Overview Asynchronous Shader Compilation is a performance-enhancing feature that allows shaders to be compiled in the background while a game is running, preventing stutters or frame drops. Shaders are used to define how graphics are rendered on the GPU, and in emulation, they often need to be recompiled from the original console format to a format compatible with the user's PC. Without asynchronous compilation, when the emulator encounters a new shader, it may freeze momentarily, leading to performance issues and a degraded gameplay experience. Implementing this feature would smooth out gameplay, particularly for games with numerous or complex shaders. ### Smaller details 1. Shader Compilation in the Background: When the emulator encounters a new shader, instead of compiling it synchronously (pausing the game), it should continue rendering the game while the shader is compiled in the background. This can be implemented using a separate thread or task for shader compilation. 2. Fallback and Temporary Shaders: In place of the uncompiled shader, a temporary placeholder shader (e.g., a basic one that may reduce visual fidelity) could be used until the actual shader is fully compiled. 3. Shader Caching: Once compiled, shaders should be cached so that they don’t need to be recompiled on subsequent runs. This would further improve performance after initial compilation. Ideally, this cache would be persistent across different gaming sessions. 4. Error Handling: Implement error handling to ensure that if a shader fails to compile asynchronously, it does not crash the emulator. The system should gracefully fall back to safe rendering. 5. Performance Optimizations: Threading models and synchronization should be optimized to minimize CPU overhead during asynchronous compilation. ### Nature of request This request is to implement Asynchronous Shader Compilation in RyujiNX. The feature aims to improve the overall user experience by allowing shader compilation to occur without interrupting the gameplay. It would involve running shader compilation tasks in the background, with potential fallback to temporary shaders until the final versions are ready. ### Why would this feature be useful? Asynchronous Shader Compilation would significantly reduce stutters and frame drops that occur when the emulator pauses to compile shaders synchronously. This is especially important for games with complex graphics or a large number of shaders, where synchronous compilation can cause noticeable and frequent slowdowns. By enabling this feature, players can enjoy smoother and more seamless gameplay, which enhances the overall performance of the emulator. Additionally, this feature is particularly useful for users with lower-end hardware, as they are more likely to experience performance hits from synchronous shader compilation.
Sign in to join this conversation.
No Milestone
No project
1 Participants
Notifications
Due Date
No due date set.
Dependencies

No dependencies set.

Reference: MeloNX/Ryujinx-ryubing#81
No description provided.