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Moar shader decompiler (#559)
* Renderer: Add prepareForDraw callback * Add fmt submodule and port shader decompiler instructions to it * Add shader acceleration setting * Hook up vertex shaders to shader cache * Shader decompiler: Fix redundant compilations * Shader Decompiler: Fix vertex attribute upload * Shader compiler: Simplify generated code for reading and faster compilation * Further simplify shader decompiler output * Shader decompiler: More smallen-ing * Shader decompiler: Get PICA uniforms uploaded to the GPU * Shader decompiler: Readd clipping * Shader decompiler: Actually `break` on control flow instructions * Shader decompiler: More control flow handling * Shader decompiler: Fix desitnation mask * Shader Decomp: Remove pair member capture in lambda (unsupported on NDK) * Disgusting changes to handle the fact that hw shader shaders are 2x as big * Shader decompiler: Implement proper output semantic mapping * Moar instructions * Shader decompiler: Add FLR/SLT/SLTI/SGE/SGEI * Shader decompiler: Add register indexing * Shader decompiler: Optimize mova with both x and y masked * Shader decompiler: Add DPH/DPHI * Fix shader caching being broken * PICA decompiler: Cache VS uniforms * Simply vertex cache code * Simplify vertex cache code * Shader decompiler: Add loops * Shader decompiler: Implement safe multiplication * Shader decompiler: Implement LG2/EX2 * Shader decompiler: More control flow * Shader decompiler: Fix JMPU condition * Shader decompiler: Convert main function to void * PICA: Start implementing GPU vertex fetch * More hw VAO work * More hw VAO work * More GPU vertex fetch code * Add GL Stream Buffer from Duckstation * GL: Actually upload data to stream buffers * GPU: Cleanup immediate mode handling * Get first renders working with accelerated draws * Shader decompiler: Fix control flow analysis bugs * HW shaders: Accelerate indexed draws * Shader decompiler: Add support for compilation errors * GLSL decompiler: Fall back for LITP * Add Renderdoc scope classes * Fix control flow analysis bug * HW shaders: Fix attribute fetch * Rewriting hw vertex fetch * Stream buffer: Fix copy-paste mistake * HW shaders: Fix indexed rendering * HW shaders: Add padding attributes * HW shaders: Avoid redundant glVertexAttrib4f calls * HW shaders: Fix loops * HW shaders: Make generated shaders slightly smaller * Fix libretro build * HW shaders: Fix android * Remove redundant ubershader checks * Set accelerate shader default to true * Shader decompiler: Don't declare VS input attributes as an array * Change ubuntu-latest to Ubuntu 24.04 because Microsoft screwed up their CI again * fix merge conflict bug
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34 changed files with 1877 additions and 253 deletions
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@ -107,6 +107,11 @@ class PICAShader {
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alignas(16) std::array<vec4f, 16> inputs; // Attributes passed to the shader
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alignas(16) std::array<vec4f, 16> outputs;
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alignas(16) vec4f dummy = vec4f({f24::zero(), f24::zero(), f24::zero(), f24::zero()}); // Dummy register used by the JIT
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// We use a hashmap for matching 3DS shaders to their equivalent compiled code in our shader cache in the shader JIT
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// We choose our hash type to be a 64-bit integer by default, as the collision chance is very tiny and generating it is decently optimal
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// Ideally we want to be able to support multiple different types of hash depending on compilation settings, but let's get this working first
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using Hash = PICAHash::HashType;
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protected:
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std::array<u32, 128> operandDescriptors;
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@ -125,14 +130,13 @@ class PICAShader {
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std::array<CallInfo, 4> callInfo;
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ShaderType type;
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// We use a hashmap for matching 3DS shaders to their equivalent compiled code in our shader cache in the shader JIT
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// We choose our hash type to be a 64-bit integer by default, as the collision chance is very tiny and generating it is decently optimal
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// Ideally we want to be able to support multiple different types of hash depending on compilation settings, but let's get this working first
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using Hash = PICAHash::HashType;
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Hash lastCodeHash = 0; // Last hash computed for the shader code (Used for the JIT caching mechanism)
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Hash lastOpdescHash = 0; // Last hash computed for the operand descriptors (Also used for the JIT)
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public:
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bool uniformsDirty = false;
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protected:
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bool codeHashDirty = false;
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bool opdescHashDirty = false;
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@ -284,6 +288,7 @@ class PICAShader {
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uniform[2] = f24::fromRaw(((floatUniformBuffer[0] & 0xff) << 16) | (floatUniformBuffer[1] >> 16));
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uniform[3] = f24::fromRaw(floatUniformBuffer[0] >> 8);
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}
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uniformsDirty = true;
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}
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}
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@ -295,6 +300,12 @@ class PICAShader {
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u[1] = getBits<8, 8>(word);
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u[2] = getBits<16, 8>(word);
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u[3] = getBits<24, 8>(word);
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uniformsDirty = true;
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}
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void uploadBoolUniform(u32 value) {
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boolUniform = value;
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uniformsDirty = true;
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}
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void run();
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@ -302,6 +313,10 @@ class PICAShader {
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Hash getCodeHash();
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Hash getOpdescHash();
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// Returns how big the PICA uniforms are combined. Used for hw accelerated shaders where we upload the uniforms to our GPU.
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static constexpr usize totalUniformSize() { return sizeof(floatUniforms) + sizeof(intUniforms) + sizeof(boolUniform); }
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void* getUniformPointer() { return static_cast<void*>(&floatUniforms); }
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};
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static_assert(
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