Implement shader compile counter (Avalonia)
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ca59c3f499
commit
67b873645f
9 changed files with 81 additions and 5 deletions
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@ -14,6 +14,8 @@ namespace Ryujinx.Graphics.GAL
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IWindow Window { get; }
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IWindow Window { get; }
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uint ProgramCount { get; }
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void BackgroundContextAction(Action action, bool alwaysBackground = false);
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void BackgroundContextAction(Action action, bool alwaysBackground = false);
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BufferHandle CreateBuffer(int size, BufferAccess access = BufferAccess.Default);
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BufferHandle CreateBuffer(int size, BufferAccess access = BufferAccess.Default);
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@ -55,6 +55,8 @@ namespace Ryujinx.Graphics.GAL.Multithreading
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private int _refProducerPtr;
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private int _refProducerPtr;
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private int _refConsumerPtr;
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private int _refConsumerPtr;
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public uint ProgramCount { get; set; } = 0;
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private Action _interruptAction;
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private Action _interruptAction;
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private readonly object _interruptLock = new();
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private readonly object _interruptLock = new();
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@ -307,6 +309,8 @@ namespace Ryujinx.Graphics.GAL.Multithreading
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Programs.Add(request);
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Programs.Add(request);
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ProgramCount++;
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New<CreateProgramCommand>().Set(Ref((IProgramRequest)request));
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New<CreateProgramCommand>().Set(Ref((IProgramRequest)request));
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QueueCommand();
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QueueCommand();
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@ -29,6 +29,8 @@ namespace Ryujinx.Graphics.OpenGL
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private readonly Sync _sync;
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private readonly Sync _sync;
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public uint ProgramCount { get; set; } = 0;
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public event EventHandler<ScreenCaptureImageInfo> ScreenCaptured;
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public event EventHandler<ScreenCaptureImageInfo> ScreenCaptured;
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internal PersistentBuffers PersistentBuffers { get; }
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internal PersistentBuffers PersistentBuffers { get; }
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@ -94,6 +96,8 @@ namespace Ryujinx.Graphics.OpenGL
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public IProgram CreateProgram(ShaderSource[] shaders, ShaderInfo info)
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public IProgram CreateProgram(ShaderSource[] shaders, ShaderInfo info)
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{
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{
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ProgramCount++;
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return new Program(shaders, info.FragmentOutputMap);
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return new Program(shaders, info.FragmentOutputMap);
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}
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}
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@ -27,6 +27,8 @@ namespace Ryujinx.Graphics.Vulkan
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private bool _initialized;
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private bool _initialized;
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public uint ProgramCount { get; set; } = 0;
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internal FormatCapabilities FormatCapabilities { get; private set; }
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internal FormatCapabilities FormatCapabilities { get; private set; }
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internal HardwareCapabilities Capabilities;
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internal HardwareCapabilities Capabilities;
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@ -544,6 +546,8 @@ namespace Ryujinx.Graphics.Vulkan
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public IProgram CreateProgram(ShaderSource[] sources, ShaderInfo info)
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public IProgram CreateProgram(ShaderSource[] sources, ShaderInfo info)
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{
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{
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ProgramCount++;
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bool isCompute = sources.Length == 1 && sources[0].Stage == ShaderStage.Compute;
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bool isCompute = sources.Length == 1 && sources[0].Stage == ShaderStage.Compute;
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if (info.State.HasValue || isCompute)
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if (info.State.HasValue || isCompute)
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@ -13,7 +13,15 @@ namespace Ryujinx.UI
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public string GpuName;
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public string GpuName;
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public string GpuBackend;
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public string GpuBackend;
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public StatusUpdatedEventArgs(bool vSyncEnabled, float volume, string gpuBackend, string dockedMode, string aspectRatio, string gameStatus, string fifoStatus, string gpuName)
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public StatusUpdatedEventArgs(
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bool vSyncEnabled,
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float volume,
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string gpuBackend,
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string dockedMode,
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string aspectRatio,
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string gameStatus,
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string fifoStatus,
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string gpuName)
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{
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{
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VSyncEnabled = vSyncEnabled;
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VSyncEnabled = vSyncEnabled;
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Volume = volume;
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Volume = volume;
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@ -103,6 +103,10 @@ namespace Ryujinx.Ava
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private CursorStates _cursorState = !ConfigurationState.Instance.Hid.EnableMouse.Value ?
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private CursorStates _cursorState = !ConfigurationState.Instance.Hid.EnableMouse.Value ?
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CursorStates.CursorIsVisible : CursorStates.CursorIsHidden;
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CursorStates.CursorIsVisible : CursorStates.CursorIsHidden;
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private DateTime _lastShaderReset;
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private uint _displayCount;
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private uint _previousCount = 0;
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private bool _isStopped;
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private bool _isStopped;
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private bool _isActive;
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private bool _isActive;
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private bool _renderingStarted;
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private bool _renderingStarted;
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@ -1059,6 +1063,8 @@ namespace Ryujinx.Ava
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// Run a status update only when a frame is to be drawn. This prevents from updating the ui and wasting a render when no frame is queued.
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// Run a status update only when a frame is to be drawn. This prevents from updating the ui and wasting a render when no frame is queued.
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string dockedMode = ConfigurationState.Instance.System.EnableDockedMode ? LocaleManager.Instance[LocaleKeys.Docked] : LocaleManager.Instance[LocaleKeys.Handheld];
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string dockedMode = ConfigurationState.Instance.System.EnableDockedMode ? LocaleManager.Instance[LocaleKeys.Docked] : LocaleManager.Instance[LocaleKeys.Handheld];
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UpdateShaderCount();
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if (GraphicsConfig.ResScale != 1)
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if (GraphicsConfig.ResScale != 1)
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{
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{
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dockedMode += $" ({GraphicsConfig.ResScale}x)";
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dockedMode += $" ({GraphicsConfig.ResScale}x)";
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@ -1070,7 +1076,8 @@ namespace Ryujinx.Ava
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dockedMode,
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dockedMode,
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ConfigurationState.Instance.Graphics.AspectRatio.Value.ToText(),
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ConfigurationState.Instance.Graphics.AspectRatio.Value.ToText(),
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LocaleManager.Instance[LocaleKeys.Game] + $": {Device.Statistics.GetGameFrameRate():00.00} FPS ({Device.Statistics.GetGameFrameTime():00.00} ms)",
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LocaleManager.Instance[LocaleKeys.Game] + $": {Device.Statistics.GetGameFrameRate():00.00} FPS ({Device.Statistics.GetGameFrameTime():00.00} ms)",
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$"FIFO: {Device.Statistics.GetFifoPercent():00.00} %"));
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$"FIFO: {Device.Statistics.GetFifoPercent():00.00} %",
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_displayCount));
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}
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}
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public async Task ShowExitPrompt()
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public async Task ShowExitPrompt()
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@ -1096,6 +1103,25 @@ namespace Ryujinx.Ava
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}
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}
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}
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}
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private void UpdateShaderCount()
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{
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// If there is a mismatch between total program compile and previous count
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// this means new shaders have been compiled and should be displayed.
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if (_renderer.ProgramCount != _previousCount)
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{
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_displayCount += _renderer.ProgramCount - _previousCount;
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_lastShaderReset = DateTime.Now;
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_previousCount = _renderer.ProgramCount;
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}
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// Check if 5s has passed since any new shaders were compiled.
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// If yes, reset the counter.
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else if (_lastShaderReset.AddSeconds(5) <= DateTime.Now)
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{
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_displayCount = 0;
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}
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}
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private bool UpdateFrame()
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private bool UpdateFrame()
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{
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{
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if (!_isActive)
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if (!_isActive)
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@ -10,8 +10,9 @@ namespace Ryujinx.Ava.UI.Models
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public string DockedMode { get; }
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public string DockedMode { get; }
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public string FifoStatus { get; }
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public string FifoStatus { get; }
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public string GameStatus { get; }
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public string GameStatus { get; }
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public uint ShaderCount { get; }
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public StatusUpdatedEventArgs(bool vSyncEnabled, string volumeStatus, string dockedMode, string aspectRatio, string gameStatus, string fifoStatus)
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public StatusUpdatedEventArgs(bool vSyncEnabled, string volumeStatus, string dockedMode, string aspectRatio, string gameStatus, string fifoStatus, uint shaderCount)
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{
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{
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VSyncEnabled = vSyncEnabled;
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VSyncEnabled = vSyncEnabled;
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VolumeStatus = volumeStatus;
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VolumeStatus = volumeStatus;
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@ -19,6 +20,7 @@ namespace Ryujinx.Ava.UI.Models
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AspectRatio = aspectRatio;
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AspectRatio = aspectRatio;
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GameStatus = gameStatus;
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GameStatus = gameStatus;
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FifoStatus = fifoStatus;
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FifoStatus = fifoStatus;
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ShaderCount = shaderCount;
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}
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}
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}
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}
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}
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}
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@ -62,6 +62,7 @@ namespace Ryujinx.Ava.UI.ViewModels
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private string _gameStatusText;
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private string _gameStatusText;
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private string _volumeStatusText;
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private string _volumeStatusText;
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private string _gpuStatusText;
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private string _gpuStatusText;
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private string _shaderCountText;
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private bool _isAmiiboRequested;
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private bool _isAmiiboRequested;
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private bool _isGameRunning;
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private bool _isGameRunning;
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private bool _isFullScreen;
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private bool _isFullScreen;
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@ -502,6 +503,17 @@ namespace Ryujinx.Ava.UI.ViewModels
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}
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}
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}
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}
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public string ShaderCountText
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{
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get => _shaderCountText;
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set
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{
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_shaderCountText = value;
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OnPropertyChanged();
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}
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}
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public string BackendText
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public string BackendText
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{
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{
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get => _backendText;
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get => _backendText;
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@ -1243,6 +1255,7 @@ namespace Ryujinx.Ava.UI.ViewModels
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GameStatusText = args.GameStatus;
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GameStatusText = args.GameStatus;
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VolumeStatusText = args.VolumeStatus;
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VolumeStatusText = args.VolumeStatus;
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FifoStatusText = args.FifoStatus;
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FifoStatusText = args.FifoStatus;
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ShaderCountText = args.ShaderCount > 0 ? LocaleManager.Instance[LocaleKeys.CompilingShaders] + $": {args.ShaderCount}" : "";
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ShowStatusSeparator = true;
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ShowStatusSeparator = true;
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});
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});
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@ -270,8 +270,21 @@
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VerticalAlignment="Center"
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VerticalAlignment="Center"
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IsVisible="{Binding !ShowLoadProgress}"
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IsVisible="{Binding !ShowLoadProgress}"
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Text="{Binding GpuNameText}"
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Text="{Binding GpuNameText}"
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TextAlignment="Start" />
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TextAlignment="Left" />
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</StackPanel>
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<Border
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Width="2"
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Height="12"
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Margin="0"
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BorderBrush="Gray"
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BorderThickness="1"
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IsVisible="{Binding !ShowLoadProgress}" />
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<TextBlock
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Name="ShaderCount"
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Margin="5,0,5,0"
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HorizontalAlignment="Left"
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VerticalAlignment="Center"
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Text="{Binding ShaderCountText}" />
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</StackPanel>
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<StackPanel
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<StackPanel
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Grid.Column="3"
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Grid.Column="3"
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Margin="0,0,5,0"
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Margin="0,0,5,0"
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