diff --git a/Pomelo/PomeloApp.swift b/Pomelo/PomeloApp.swift index dd8ba1c..4dd19ea 100644 --- a/Pomelo/PomeloApp.swift +++ b/Pomelo/PomeloApp.swift @@ -24,8 +24,14 @@ struct PomeloApp: App { // setenv("MVK_CONFIG_LOG_LEVEL", "4", 1) + // setenv("MVK_CONFIG_PREFILL_METAL_COMMAND_BUFFERS", "3", 1) + setenv("MVK_CONFIG_MAX_ACTIVE_METAL_COMMAND_BUFFERS_PER_QUEUE", "1024", 1) + setenv("MVK_USE_METAL_PRIVATE_API", "1", 1) + setenv("MVK_CONFIG_RESUME_LOST_DEVICE", "1", 1) + //MVK_CONFIG_RESUME_LOST_DEVICE + setenv("MVK_CONFIG_USE_METAL_PRIVATE_API", "1", 1) } diff --git a/Sudachi/Sudachi/Core/include/common/settings.h b/Sudachi/Sudachi/Core/include/common/settings.h index 7cf16b4..b223d8a 100644 --- a/Sudachi/Sudachi/Core/include/common/settings.h +++ b/Sudachi/Sudachi/Core/include/common/settings.h @@ -409,7 +409,7 @@ struct YuzuValues { #endif "use_reactive_flushing", Category::RendererAdvanced}; - SwitchableSetting use_asynchronous_shaders{linkage, false, "use_asynchronous_shaders", + SwitchableSetting use_asynchronous_shaders{linkage, true, "use_asynchronous_shaders", Category::RendererAdvanced}; SwitchableSetting use_fast_gpu_time{ linkage, true, "use_fast_gpu_time", Category::RendererAdvanced, Specialization::Default, diff --git a/Sudachi/Sudachi/Wrapper/Config/Config.h b/Sudachi/Sudachi/Wrapper/Config/Config.h index 2e4b205..ece9f0b 100644 --- a/Sudachi/Sudachi/Wrapper/Config/Config.h +++ b/Sudachi/Sudachi/Wrapper/Config/Config.h @@ -332,7 +332,7 @@ use_vsync = shader_backend = # Whether to allow asynchronous shader building. -# 0 (default): Off, 1: On +# 0: Off, 1 (default): On use_asynchronous_shaders = # Uses reactive flushing instead of predictive flushing. Allowing a more accurate syncing of memory. diff --git a/Sudachi/Sudachi/Wrapper/SudachiObjC.mm b/Sudachi/Sudachi/Wrapper/SudachiObjC.mm index 75a226e..c63b5f4 100644 --- a/Sudachi/Sudachi/Wrapper/SudachiObjC.mm +++ b/Sudachi/Sudachi/Wrapper/SudachiObjC.mm @@ -88,8 +88,6 @@ EmulationSession::GetInstance().InitializeGpuDriver(); - YuzuSettings::values.dump_shaders.SetValue(true); - YuzuSettings::values.use_asynchronous_shaders.SetValue(true); YuzuSettings::values.shader_backend.SetValue(YuzuSettings::ShaderBackend::SpirV); // YuzuSettings::values.resolution_setup.SetValue(YuzuSettings::ResolutionSetup::Res1X); // YuzuSettings::values.scaling_filter.SetValue(YuzuSettings::ScalingFilter::Bilinear);