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Dolphin, the GameCube and Wii emulator - Forums › Dolphin Emulator Discussion and Support › Support v
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Ubershader difficulty with the increase of resolution
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Ubershader difficulty with the increase of resolution
12-01-2018, 07:50 AM
#11
AnyOldName3 Offline
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We're 100% sure that this isn't a case of GPU drivers splitting the ubershaders into separate shader variants because they've determined only a few code paths are ever taken, so are heavily optimising those paths and ignoring all the others until right when they're used?
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12-01-2018, 08:17 AM
#12
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(12-01-2018, 07:50 AM)AnyOldName3 Wrote: We're 100% sure that this isn't a case of GPU drivers splitting the ubershaders into separate shader variants because they've determined only a few code paths are ever taken, so are heavily optimising those paths and ignoring all the others until right when they're used?

I don't think so - as kinda the whole point of the ubershaders is their control flow depends on dynamic data in the buffers read by the GPU - and doing a tracing-jit style optimisation sounds like it'll need a massive amount of software (and hardware) infrastructure to work (and break out if their guesses are wrong) for a small gain in some extremely specific situations.

There may be variants based on driver-visible state, however (like blend mode or similar), but they tend to have a lot fewer combinations, so the variant cache tends to fill pretty quick as all the variants are generated pretty quick.
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12-01-2018, 08:36 AM
#13
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Shader variants can definitely be triggered by uniforms if the same value gets used for a long time, which seems like exactly the kind of thing using a new effect for the first time could upset.
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12-01-2018, 08:38 AM
#14
JonnyH Offline
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(12-01-2018, 08:36 AM)AnyOldName3 Wrote: Shader variants can definitely be triggered by uniforms if the same value gets used for a long time, which seems like exactly the kind of thing using a new effect for the first time could upset.

Dolphin doesn't use uniforms directly though, but instead uniform buffers (which makes it harder for the driver to track changes and interpretation). I'd be extremely surprised if the driver tries to track that for this level of optimisation.
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12-01-2018, 11:34 AM (This post was last modified: 12-01-2018, 11:36 AM by username.)
#15
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Hello

I can not find the "Hybrid Ubershaders Mode" in the graphics configuration menu.


Where could I find it? Note: I am using the most recent version of dolphin.
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12-01-2018, 12:19 PM
#16
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(12-01-2018, 11:34 AM)username Wrote: Hello

I can not find the "Hybrid Ubershaders Mode" in the graphics configuration menu.


Where could I find it? Note: I am using the most recent version of dolphin.

Hybrid Ubershaders = Async (Ubershaders).

You can find it with the others.
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12-01-2018, 12:44 PM (This post was last modified: 12-01-2018, 12:50 PM by username.)
#17
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(12-01-2018, 12:19 PM)DJBarry004 Wrote: Hybrid Ubershaders = Async (Ubershaders).

You can find it with the others.

Not really,  "[color=#333333]Hybrid Mode Ubershaders is a marriage of Ubershaders and Asynchronous Shader Generation into a beautiful solution that takes the best parts of both with none of their flaws." as stated in the Ubershaders blog.[/color]

For that being said, Where could I find the "Hybrid Ubershaders" option?

Reference : [color=#333333]https://dolphin-emu.org/blog/2017/07/30/ubershaders/
[/color]
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12-01-2018, 12:55 PM
#18
MayImilae Offline
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The terminology was changed. What DJBarry004 said is correct.

https://dolphin-emu.org/blog/2018/04/02/dolphin-progress-report-february-and-march-2018/#presenting-a-change-to-shader-generation
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