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Add accurate shader multiplication option
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parent
61e2e71f68
commit
0ecdf00e64
10 changed files with 20 additions and 12 deletions
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@ -16,7 +16,7 @@ void ShaderJIT::prepare(PICAShader& shaderUnit) {
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auto it = cache.find(hash);
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if (it == cache.end()) { // Block has not been compiled yet
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auto emitter = std::make_unique<ShaderEmitter>();
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auto emitter = std::make_unique<ShaderEmitter>(accurateMul);
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emitter->compile(shaderUnit);
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// Get pointer to callbacks
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entrypointCallback = emitter->getInstructionCallback(shaderUnit.entrypoint);
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@ -7,9 +7,6 @@ using namespace Helpers;
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using namespace oaknut;
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using namespace oaknut::util;
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// TODO: Expose safe/unsafe optimizations to the user
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constexpr bool useSafeMUL = true;
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// Similar to the x64 recompiler, we use an odd internal ABI, which abuses the fact that we'll very rarely be calling C++ functions
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// So to avoid pushing and popping, we'll be making use of volatile registers as much as possible
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static constexpr QReg src1Vec = Q1;
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@ -12,9 +12,6 @@ using namespace Xbyak;
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using namespace Xbyak::util;
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using namespace Helpers;
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// TODO: Expose safe/unsafe optimizations to the user
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constexpr bool useSafeMUL = false;
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// The shader recompiler uses quite an odd internal ABI
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// We make use of the fact that in regular conditions, we should pretty much never be calling C++ code from recompiled shader code
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// This allows us to establish an ABI that's optimized for this sort of workflow, statically allocating volatile host registers
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@ -64,6 +64,8 @@ void GPU::reset() {
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regs.fill(0);
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shaderUnit.reset();
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shaderJIT.reset();
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shaderJIT.setAccurateMul(config.accurateShaderMul);
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std::memset(vram, 0, vramSize);
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lightingLUT.fill(0);
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lightingLUTDirty = true;
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