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https://github.com/wheremyfoodat/Panda3DS.git
synced 2025-04-20 20:49:12 +12:00
Add shaderMode option and remove useUbershader option
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91ebff1b5f
commit
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8 changed files with 68 additions and 19 deletions
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@ -13,17 +13,9 @@ struct EmulatorConfig {
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static constexpr bool shaderJitDefault = false;
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#endif
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// 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
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// horrible. On other platforms we default to ubershader + shadergen fallback for lights
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#if defined(__ANDROID__) || defined(__APPLE__)
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static constexpr bool ubershaderDefault = false;
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#else
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static constexpr bool ubershaderDefault = true;
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#endif
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bool shaderJitEnabled = shaderJitDefault;
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bool discordRpcEnabled = false;
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bool useUbershaders = ubershaderDefault;
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ShaderMode shaderMode = defaultShaderMode;
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bool accurateShaderMul = false;
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// 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 {
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};
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struct EmulatorConfig;
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enum class ShaderMode {
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Specialized = 1,
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Ubershader = 2,
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Hybrid = 3,
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};
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// 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
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// horrible. On other platforms we default to ubershader + shadergen fallback for lights
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#if defined(__ANDROID__) || defined(__APPLE__)
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static constexpr ShaderMode defaultShaderMode = ShaderMode::Specialized;
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#else
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static constexpr ShaderMode defaultShaderMode = ShaderMode::Ubershader;
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#endif
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class GPU;
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struct SDL_Window;
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@ -56,6 +70,8 @@ class Renderer {
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static constexpr u32 vertexBufferSize = 0x10000;
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static std::optional<RendererType> typeFromString(std::string inString);
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static const char* typeToString(RendererType rendererType);
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static std::optional<ShaderMode> shaderModeFromString(std::string inString);
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static const char* shaderModeToString(ShaderMode shaderMode);
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virtual void reset() = 0;
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virtual void display() = 0; // Display the 3DS screen contents to the window
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@ -77,7 +93,7 @@ class Renderer {
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virtual std::string getUbershader() { return ""; }
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virtual void setUbershader(const std::string& shader) {}
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virtual void setUbershaderSetting(bool value) {}
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virtual void setShaderMode(ShaderMode shaderMode) {}
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// Functions for initializing the graphics context for the Qt frontend, where we don't have the convenience of SDL_Window
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#ifdef PANDA3DS_FRONTEND_QT
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@ -30,7 +30,7 @@ class RendererGL final : public Renderer {
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OpenGL::VertexArray vao;
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OpenGL::VertexBuffer vbo;
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bool enableUbershader = true;
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ShaderMode shaderMode = defaultShaderMode;
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// Data
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struct {
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@ -110,8 +110,8 @@ class RendererGL final : public Renderer {
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virtual bool supportsShaderReload() override { return true; }
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virtual std::string getUbershader() override;
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virtual void setUbershader(const std::string& shader) override;
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virtual void setUbershaderSetting(bool value) override { enableUbershader = value; }
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virtual void setShaderMode(ShaderMode value) override { shaderMode = value; }
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std::optional<ColourBuffer> getColourBuffer(u32 addr, PICA::ColorFmt format, u32 width, u32 height, bool createIfnotFound = true);
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