Add shaderMode option and remove useUbershader option

This commit is contained in:
offtkp 2024-07-31 01:44:55 +03:00
parent 91ebff1b5f
commit 1b779cafa1
8 changed files with 68 additions and 19 deletions

View file

@ -13,17 +13,9 @@ struct EmulatorConfig {
static constexpr bool shaderJitDefault = false;
#endif
// For now, use specialized shaders by default on MacOS as M1 drivers are buggy when using the ubershader, and on Android since mobile GPUs are
// horrible. On other platforms we default to ubershader + shadergen fallback for lights
#if defined(__ANDROID__) || defined(__APPLE__)
static constexpr bool ubershaderDefault = false;
#else
static constexpr bool ubershaderDefault = true;
#endif
bool shaderJitEnabled = shaderJitDefault;
bool discordRpcEnabled = false;
bool useUbershaders = ubershaderDefault;
ShaderMode shaderMode = defaultShaderMode;
bool accurateShaderMul = false;
// Toggles whether to force shadergen when there's more than N lights active and we're using the ubershader, for better performance

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@ -21,6 +21,20 @@ enum class RendererType : s8 {
};
struct EmulatorConfig;
enum class ShaderMode {
Specialized = 1,
Ubershader = 2,
Hybrid = 3,
};
// For now, use specialized shaders by default on MacOS as M1 drivers are buggy when using the ubershader, and on Android since mobile GPUs are
// horrible. On other platforms we default to ubershader + shadergen fallback for lights
#if defined(__ANDROID__) || defined(__APPLE__)
static constexpr ShaderMode defaultShaderMode = ShaderMode::Specialized;
#else
static constexpr ShaderMode defaultShaderMode = ShaderMode::Ubershader;
#endif
class GPU;
struct SDL_Window;
@ -56,6 +70,8 @@ class Renderer {
static constexpr u32 vertexBufferSize = 0x10000;
static std::optional<RendererType> typeFromString(std::string inString);
static const char* typeToString(RendererType rendererType);
static std::optional<ShaderMode> shaderModeFromString(std::string inString);
static const char* shaderModeToString(ShaderMode shaderMode);
virtual void reset() = 0;
virtual void display() = 0; // Display the 3DS screen contents to the window
@ -77,7 +93,7 @@ class Renderer {
virtual std::string getUbershader() { return ""; }
virtual void setUbershader(const std::string& shader) {}
virtual void setUbershaderSetting(bool value) {}
virtual void setShaderMode(ShaderMode shaderMode) {}
// Functions for initializing the graphics context for the Qt frontend, where we don't have the convenience of SDL_Window
#ifdef PANDA3DS_FRONTEND_QT

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@ -30,7 +30,7 @@ class RendererGL final : public Renderer {
OpenGL::VertexArray vao;
OpenGL::VertexBuffer vbo;
bool enableUbershader = true;
ShaderMode shaderMode = defaultShaderMode;
// Data
struct {
@ -110,8 +110,8 @@ class RendererGL final : public Renderer {
virtual bool supportsShaderReload() override { return true; }
virtual std::string getUbershader() override;
virtual void setUbershader(const std::string& shader) override;
virtual void setUbershaderSetting(bool value) override { enableUbershader = value; }
virtual void setShaderMode(ShaderMode value) override { shaderMode = value; }
std::optional<ColourBuffer> getColourBuffer(u32 addr, PICA::ColorFmt format, u32 width, u32 height, bool createIfnotFound = true);

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@ -6,6 +6,7 @@
#include <string>
#include "helpers.hpp"
#include "renderer.hpp"
#include "toml.hpp"
// Largely based on https://github.com/nba-emu/NanoBoyAdvance/blob/master/src/platform/core/src/config.cpp
@ -60,9 +61,18 @@ void EmulatorConfig::load() {
rendererType = RendererType::OpenGL;
}
auto shaderModeName = toml::find_or<std::string>(gpu, "ShaderMode", Renderer::shaderModeToString(defaultShaderMode));
auto configShaderMode = Renderer::shaderModeFromString(shaderModeName);
if (configShaderMode.has_value()) {
shaderMode = configShaderMode.value();
} else {
Helpers::warn("Invalid shader mode specified: %s\n", shaderModeName.c_str());
shaderMode = defaultShaderMode;
}
shaderJitEnabled = toml::find_or<toml::boolean>(gpu, "EnableShaderJIT", shaderJitDefault);
vsyncEnabled = toml::find_or<toml::boolean>(gpu, "EnableVSync", true);
useUbershaders = toml::find_or<toml::boolean>(gpu, "UseUbershaders", ubershaderDefault);
accurateShaderMul = toml::find_or<toml::boolean>(gpu, "AccurateShaderMultiplication", false);
forceShadergenForLights = toml::find_or<toml::boolean>(gpu, "ForceShadergenForLighting", true);
@ -132,7 +142,7 @@ void EmulatorConfig::save() {
data["GPU"]["Renderer"] = std::string(Renderer::typeToString(rendererType));
data["GPU"]["EnableVSync"] = vsyncEnabled;
data["GPU"]["AccurateShaderMultiplication"] = accurateShaderMul;
data["GPU"]["UseUbershaders"] = useUbershaders;
data["GPU"]["ShaderMode"] = std::string(Renderer::shaderModeToString(shaderMode));
data["GPU"]["ForceShadergenForLighting"] = forceShadergenForLights;
data["GPU"]["ShadergenLightThreshold"] = lightShadergenThreshold;

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@ -117,7 +117,7 @@ void GPU::reset() {
externalRegs[Framebuffer1Config] = static_cast<u32>(PICA::ColorFmt::RGB8);
externalRegs[Framebuffer1Select] = 0;
renderer->setUbershaderSetting(config.useUbershaders);
renderer->setShaderMode(config.shaderMode);
renderer->reset();
}

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@ -414,8 +414,10 @@ void RendererGL::drawVertices(PICA::PrimType primType, std::span<const Vertex> v
OpenGL::Triangle,
};
bool usingUbershader = enableUbershader;
if (usingUbershader) {
bool usingUbershader = false;
if (shaderMode == ShaderMode::Ubershader) {
usingUbershader = true;
const bool lightsEnabled = (regs[InternalRegs::LightingEnable] & 1) != 0;
const uint lightCount = (regs[InternalRegs::LightNumber] & 0x7) + 1;

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@ -5,6 +5,7 @@
#include <emulator.hpp>
#include <renderer_gl/renderer_gl.hpp>
#include "renderer.hpp"
static retro_environment_t envCallbacks;
static retro_video_refresh_t videoCallbacks;
@ -179,9 +180,10 @@ static void configUpdate() {
config.sdCardInserted = FetchVariableBool("panda3ds_use_virtual_sd", true);
config.sdWriteProtected = FetchVariableBool("panda3ds_write_protect_virtual_sd", false);
config.accurateShaderMul = FetchVariableBool("panda3ds_accurate_shader_mul", false);
config.useUbershaders = FetchVariableBool("panda3ds_use_ubershader", true);
config.forceShadergenForLights = FetchVariableBool("panda3ds_ubershader_lighting_override", true);
config.lightShadergenThreshold = std::clamp(std::stoi(FetchVariable("panda3ds_ubershader_lighting_override_threshold", "1")), 1, 8);
// TODO: be able to use hybrid mode
config.shaderMode = FetchVariableBool("panda3ds_use_ubershader", defaultShaderMode == ShaderMode::Ubershader) ? ShaderMode::Ubershader : ShaderMode::Specialized;
config.discordRpcEnabled = false;
config.save();

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@ -1,6 +1,7 @@
#include "renderer.hpp"
#include <algorithm>
#include <optional>
#include <unordered_map>
Renderer::Renderer(GPU& gpu, const std::array<u32, regNum>& internalRegs, const std::array<u32, extRegNum>& externalRegs)
@ -36,4 +37,30 @@ const char* Renderer::typeToString(RendererType rendererType) {
case RendererType::Software: return "software";
default: return "Invalid";
}
}
std::optional<ShaderMode> Renderer::shaderModeFromString(std::string inString) {
// Transform to lower-case to make the setting case-insensitive
std::transform(inString.begin(), inString.end(), inString.begin(), [](unsigned char c) { return std::tolower(c); });
static const std::unordered_map<std::string, ShaderMode> map = {
{"specialized", ShaderMode::Specialized}, {"special", ShaderMode::Specialized},
{"ubershader", ShaderMode::Ubershader}, {"uber", ShaderMode::Ubershader},
{"hybrid", ShaderMode::Hybrid}, {"threaded", ShaderMode::Hybrid}, {"i hate opengl context creation", ShaderMode::Hybrid},
};
if (auto search = map.find(inString); search != map.end()) {
return search->second;
}
return std::nullopt;
}
const char* Renderer::shaderModeToString(ShaderMode shaderMode) {
switch (shaderMode) {
case ShaderMode::Specialized: return "specialized";
case ShaderMode::Ubershader: return "ubershader";
case ShaderMode::Hybrid: return "hybrid";
default: return "Invalid";
}
}