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
This commit is contained in:
wheremyfoodat 2024-10-19 16:53:51 +03:00 committed by GitHub
parent afaf18f124
commit 49a94a13c5
No known key found for this signature in database
GPG key ID: B5690EEEBB952194
34 changed files with 1877 additions and 253 deletions

View file

@ -0,0 +1,45 @@
#pragma once
#include <array>
#include "helpers.hpp"
namespace PICA {
struct DrawAcceleration {
static constexpr u32 maxAttribCount = 16;
static constexpr u32 maxLoaderCount = 12;
struct AttributeInfo {
u32 offset;
u32 stride;
u8 type;
u8 componentCount;
std::array<float, 4> fixedValue; // For fixed attributes
};
struct Loader {
// Data to upload for this loader
u8* data;
usize size;
};
u8* indexBuffer;
// Minimum and maximum index in the index buffer for a draw call
u16 minimumIndex, maximumIndex;
u32 totalAttribCount;
u32 totalLoaderCount;
u32 enabledAttributeMask;
u32 fixedAttributes;
u32 vertexDataSize;
std::array<AttributeInfo, maxAttribCount> attributeInfo;
std::array<Loader, maxLoaderCount> loaders;
bool canBeAccelerated;
bool indexed;
bool useShortIndices;
};
} // namespace PICA

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@ -1,6 +1,7 @@
#pragma once
#include <array>
#include "PICA/draw_acceleration.hpp"
#include "PICA/dynapica/shader_rec.hpp"
#include "PICA/float_types.hpp"
#include "PICA/pica_vertex.hpp"
@ -13,6 +14,12 @@
#include "memory.hpp"
#include "renderer.hpp"
enum class ShaderExecMode {
Interpreter, // Interpret shaders on the CPU
JIT, // Recompile shaders to CPU machine code
Hardware, // Recompiler shaders to host shaders and run them on the GPU
};
class GPU {
static constexpr u32 regNum = 0x300;
static constexpr u32 extRegNum = 0x1000;
@ -45,7 +52,7 @@ class GPU {
uint immediateModeVertIndex;
uint immediateModeAttrIndex; // Index of the immediate mode attribute we're uploading
template <bool indexed, bool useShaderJIT>
template <bool indexed, ShaderExecMode mode>
void drawArrays();
// Silly method of avoiding linking problems. TODO: Change to something less silly
@ -81,6 +88,7 @@ class GPU {
std::unique_ptr<Renderer> renderer;
PICA::Vertex getImmediateModeVertex();
void getAcceleratedDrawInfo(PICA::DrawAcceleration& accel, bool indexed);
public:
// 256 entries per LUT with each LUT as its own row forming a 2D image 256 * LUT_COUNT
// Encoded in PICA native format

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@ -0,0 +1,57 @@
#pragma once
#include <array>
#include <cassert>
#include <cstring>
#include <type_traits>
#include <unordered_map>
#include "PICA/pica_hash.hpp"
#include "PICA/regs.hpp"
#include "PICA/shader.hpp"
#include "bitfield.hpp"
#include "helpers.hpp"
namespace PICA {
// Configuration struct used
struct VertConfig {
PICAHash::HashType shaderHash;
PICAHash::HashType opdescHash;
u32 entrypoint;
// PICA registers for configuring shader output->fragment semantic mapping
std::array<u32, 7> outmaps{};
u16 outputMask;
u8 outputCount;
bool usingUbershader;
// Pad to 56 bytes so that the compiler won't insert unnecessary padding, which in turn will affect our unordered_map lookup
// As the padding will get hashed and memcmp'd...
u32 pad{};
bool operator==(const VertConfig& config) const {
// Hash function and equality operator required by std::unordered_map
return std::memcmp(this, &config, sizeof(VertConfig)) == 0;
}
VertConfig(PICAShader& shader, const std::array<u32, 0x300>& regs, bool usingUbershader) : usingUbershader(usingUbershader) {
shaderHash = shader.getCodeHash();
opdescHash = shader.getOpdescHash();
entrypoint = shader.entrypoint;
outputCount = regs[PICA::InternalRegs::ShaderOutputCount] & 7;
outputMask = regs[PICA::InternalRegs::VertexShaderOutputMask];
for (int i = 0; i < outputCount; i++) {
// Mask out unused bits
outmaps[i] = regs[PICA::InternalRegs::ShaderOutmap0 + i] & 0x1F1F1F1F;
}
}
};
} // namespace PICA
static_assert(sizeof(PICA::VertConfig) == 56);
// Override std::hash for our vertex config class
template <>
struct std::hash<PICA::VertConfig> {
std::size_t operator()(const PICA::VertConfig& config) const noexcept { return PICAHash::computeHash((const char*)&config, sizeof(config)); }
};

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@ -107,6 +107,11 @@ class PICAShader {
alignas(16) std::array<vec4f, 16> inputs; // Attributes passed to the shader
alignas(16) std::array<vec4f, 16> outputs;
alignas(16) vec4f dummy = vec4f({f24::zero(), f24::zero(), f24::zero(), f24::zero()}); // Dummy register used by the JIT
// We use a hashmap for matching 3DS shaders to their equivalent compiled code in our shader cache in the shader JIT
// 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
// Ideally we want to be able to support multiple different types of hash depending on compilation settings, but let's get this working first
using Hash = PICAHash::HashType;
protected:
std::array<u32, 128> operandDescriptors;
@ -125,14 +130,13 @@ class PICAShader {
std::array<CallInfo, 4> callInfo;
ShaderType type;
// We use a hashmap for matching 3DS shaders to their equivalent compiled code in our shader cache in the shader JIT
// 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
// Ideally we want to be able to support multiple different types of hash depending on compilation settings, but let's get this working first
using Hash = PICAHash::HashType;
Hash lastCodeHash = 0; // Last hash computed for the shader code (Used for the JIT caching mechanism)
Hash lastOpdescHash = 0; // Last hash computed for the operand descriptors (Also used for the JIT)
public:
bool uniformsDirty = false;
protected:
bool codeHashDirty = false;
bool opdescHashDirty = false;
@ -284,6 +288,7 @@ class PICAShader {
uniform[2] = f24::fromRaw(((floatUniformBuffer[0] & 0xff) << 16) | (floatUniformBuffer[1] >> 16));
uniform[3] = f24::fromRaw(floatUniformBuffer[0] >> 8);
}
uniformsDirty = true;
}
}
@ -295,6 +300,12 @@ class PICAShader {
u[1] = getBits<8, 8>(word);
u[2] = getBits<16, 8>(word);
u[3] = getBits<24, 8>(word);
uniformsDirty = true;
}
void uploadBoolUniform(u32 value) {
boolUniform = value;
uniformsDirty = true;
}
void run();
@ -302,6 +313,10 @@ class PICAShader {
Hash getCodeHash();
Hash getOpdescHash();
// Returns how big the PICA uniforms are combined. Used for hw accelerated shaders where we upload the uniforms to our GPU.
static constexpr usize totalUniformSize() { return sizeof(floatUniforms) + sizeof(intUniforms) + sizeof(boolUniform); }
void* getUniformPointer() { return static_cast<void*>(&floatUniforms); }
};
static_assert(

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@ -1,8 +1,11 @@
#pragma once
#include <fmt/format.h>
#include <map>
#include <set>
#include <string>
#include <tuple>
#include <map>
#include <utility>
#include <vector>
#include "PICA/shader.hpp"
@ -41,9 +44,12 @@ namespace PICA::ShaderGen {
explicit Function(u32 start, u32 end) : start(start), end(end) {}
bool operator<(const Function& other) const { return AddressRange(start, end) < AddressRange(other.start, other.end); }
std::string getIdentifier() const { return "func_" + std::to_string(start) + "_to_" + std::to_string(end); }
std::string getForwardDecl() const { return "void " + getIdentifier() + "();\n"; }
std::string getCallStatement() const { return getIdentifier() + "()"; }
std::string getIdentifier() const { return fmt::format("fn_{}_{}", start, end); }
// To handle weird control flow, we have to return from each function a bool that indicates whether or not the shader reached an end
// instruction and should thus terminate. This is necessary for games like Rayman and Gravity Falls, which have "END" instructions called
// from within functions deep in the callstack
std::string getForwardDecl() const { return fmt::format("bool fn_{}_{}();\n", start, end); }
std::string getCallStatement() const { return fmt::format("fn_{}_{}()", start, end); }
};
std::set<Function> functions{};
@ -93,9 +99,11 @@ namespace PICA::ShaderGen {
API api;
Language language;
bool compilationError = false;
void compileInstruction(u32& pc, bool& finished);
void compileRange(const AddressRange& range);
// Compile range "range" and returns the end PC or if we're "finished" with the program (called an END instruction)
std::pair<u32, bool> compileRange(const AddressRange& range);
void callFunction(const Function& function);
const Function* findFunction(const AddressRange& range);
@ -105,6 +113,7 @@ namespace PICA::ShaderGen {
std::string getDest(u32 dest) const;
std::string getSwizzlePattern(u32 swizzle) const;
std::string getDestSwizzle(u32 destinationMask) const;
const char* getCondition(u32 cond, u32 refX, u32 refY);
void setDest(u32 operandDescriptor, const std::string& dest, const std::string& value);
// Returns if the instruction uses the typical register encodings most instructions use

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@ -3,6 +3,7 @@
#include "PICA/gpu.hpp"
#include "PICA/pica_frag_config.hpp"
#include "PICA/pica_vert_config.hpp"
#include "PICA/regs.hpp"
#include "PICA/shader_gen_types.hpp"
#include "helpers.hpp"
@ -31,6 +32,8 @@ namespace PICA::ShaderGen {
FragmentGenerator(API api, Language language) : api(api), language(language) {}
std::string generate(const PICA::FragmentConfig& config, void* driverInfo = nullptr);
std::string getDefaultVertexShader();
// For when PICA shader is acceleration is enabled. Turn the PICA shader source into a proper vertex shader
std::string getVertexShaderAccelerated(const std::string& picaSource, const PICA::VertConfig& vertConfig, bool usingUbershader);
void setTarget(API api, Language language) {
this->api = api;

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@ -2,10 +2,9 @@
#include "PICA/shader.hpp"
class ShaderUnit {
public:
PICAShader vs; // Vertex shader
PICAShader gs; // Geometry shader
public:
PICAShader vs; // Vertex shader
PICAShader gs; // Geometry shader
ShaderUnit() : vs(ShaderType::Vertex), gs(ShaderType::Geometry) {}
void reset();

99
include/align.hpp Normal file
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@ -0,0 +1,99 @@
// SPDX-FileCopyrightText: 2019-2022 Connor McLaughlin <stenzek@gmail.com>
// SPDX-License-Identifier: (GPL-3.0 OR CC-BY-NC-ND-4.0)
#pragma once
#include <cstdlib>
#include "helpers.hpp"
#ifdef _MSC_VER
#include <malloc.h>
#endif
namespace Common {
template <typename T>
constexpr bool isAligned(T value, unsigned int alignment) {
return (value % static_cast<T>(alignment)) == 0;
}
template <typename T>
constexpr T alignUp(T value, unsigned int alignment) {
return (value + static_cast<T>(alignment - 1)) / static_cast<T>(alignment) * static_cast<T>(alignment);
}
template <typename T>
constexpr T alignDown(T value, unsigned int alignment) {
return value / static_cast<T>(alignment) * static_cast<T>(alignment);
}
template <typename T>
constexpr bool isAlignedPow2(T value, unsigned int alignment) {
return (value & static_cast<T>(alignment - 1)) == 0;
}
template <typename T>
constexpr T alignUpPow2(T value, unsigned int alignment) {
return (value + static_cast<T>(alignment - 1)) & static_cast<T>(~static_cast<T>(alignment - 1));
}
template <typename T>
constexpr T alignDownPow2(T value, unsigned int alignment) {
return value & static_cast<T>(~static_cast<T>(alignment - 1));
}
template <typename T>
constexpr bool isPow2(T value) {
return (value & (value - 1)) == 0;
}
template <typename T>
constexpr T previousPow2(T value) {
if (value == static_cast<T>(0)) return 0;
value |= (value >> 1);
value |= (value >> 2);
value |= (value >> 4);
if constexpr (sizeof(T) >= 16) value |= (value >> 8);
if constexpr (sizeof(T) >= 32) value |= (value >> 16);
if constexpr (sizeof(T) >= 64) value |= (value >> 32);
return value - (value >> 1);
}
template <typename T>
constexpr T nextPow2(T value) {
// https://graphics.stanford.edu/~seander/bithacks.html#RoundUpPowerOf2
if (value == static_cast<T>(0)) return 0;
value--;
value |= (value >> 1);
value |= (value >> 2);
value |= (value >> 4);
if constexpr (sizeof(T) >= 16) value |= (value >> 8);
if constexpr (sizeof(T) >= 32) value |= (value >> 16);
if constexpr (sizeof(T) >= 64) value |= (value >> 32);
value++;
return value;
}
ALWAYS_INLINE static void* alignedMalloc(size_t size, size_t alignment) {
#ifdef _MSC_VER
return _aligned_malloc(size, alignment);
#else
// Unaligned sizes are slow on macOS.
#ifdef __APPLE__
if (isPow2(alignment)) size = (size + alignment - 1) & ~(alignment - 1);
#endif
void* ret = nullptr;
return (posix_memalign(&ret, alignment, size) == 0) ? ret : nullptr;
#endif
}
ALWAYS_INLINE static void alignedFree(void* ptr) {
#ifdef _MSC_VER
_aligned_free(ptr);
#else
free(ptr);
#endif
}
} // namespace Common

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@ -20,11 +20,13 @@ struct EmulatorConfig {
#else
static constexpr bool ubershaderDefault = true;
#endif
static constexpr bool accelerateShadersDefault = true;
bool shaderJitEnabled = shaderJitDefault;
bool discordRpcEnabled = false;
bool useUbershaders = ubershaderDefault;
bool accelerateShaders = accelerateShadersDefault;
bool accurateShaderMul = false;
bool discordRpcEnabled = false;
// Toggles whether to force shadergen when there's more than N lights active and we're using the ubershader, for better performance
bool forceShadergenForLights = true;

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@ -35,4 +35,35 @@ namespace Renderdoc {
static void setOutputDir(const std::string& path, const std::string& prefix) {}
static constexpr bool isSupported() { return false; }
} // namespace Renderdoc
#endif
#endif
namespace Renderdoc {
// RAII scope class that encloses a Renderdoc capture, as long as it's triggered by triggerCapture
struct Scope {
Scope() { Renderdoc::startCapture(); }
~Scope() { Renderdoc::endCapture(); }
Scope(const Scope&) = delete;
Scope& operator=(const Scope&) = delete;
Scope(Scope&&) = delete;
Scope& operator=(const Scope&&) = delete;
};
// RAII scope class that encloses a Renderdoc capture. Unlike regular Scope it doesn't wait for a trigger, it will always issue the capture
// trigger on its own and take a capture
struct InstantScope {
InstantScope() {
Renderdoc::triggerCapture();
Renderdoc::startCapture();
}
~InstantScope() { Renderdoc::endCapture(); }
InstantScope(const InstantScope&) = delete;
InstantScope& operator=(const InstantScope&) = delete;
InstantScope(InstantScope&&) = delete;
InstantScope& operator=(const InstantScope&&) = delete;
};
} // namespace Renderdoc

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@ -1,9 +1,10 @@
#pragma once
#include <array>
#include <optional>
#include <span>
#include <string>
#include <optional>
#include "PICA/draw_acceleration.hpp"
#include "PICA/pica_vertex.hpp"
#include "PICA/regs.hpp"
#include "helpers.hpp"
@ -21,9 +22,11 @@ enum class RendererType : s8 {
};
struct EmulatorConfig;
class GPU;
struct SDL_Window;
class GPU;
class ShaderUnit;
class Renderer {
protected:
GPU& gpu;
@ -77,7 +80,11 @@ class Renderer {
virtual std::string getUbershader() { return ""; }
virtual void setUbershader(const std::string& shader) {}
virtual void setUbershaderSetting(bool value) {}
// This function is called on every draw call before parsing vertex data.
// It is responsible for things like looking up which vertex/fragment shaders to use, recompiling them if they don't exist, choosing between
// ubershaders and shadergen, and so on.
// Returns whether this draw is eligible for using hardware-accelerated shaders or if shaders should run on the CPU
virtual bool prepareForDraw(ShaderUnit& shaderUnit, PICA::DrawAcceleration* accel) { return false; }
// 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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@ -38,7 +38,6 @@ struct GLStateManager {
GLuint stencilMask;
GLuint boundVAO;
GLuint boundVBO;
GLuint currentProgram;
GLuint boundUBO;
@ -173,13 +172,6 @@ struct GLStateManager {
}
}
void bindVBO(GLuint handle) {
if (boundVBO != handle) {
boundVBO = handle;
glBindBuffer(GL_ARRAY_BUFFER, handle);
}
}
void useProgram(GLuint handle) {
if (currentProgram != handle) {
currentProgram = handle;
@ -195,7 +187,6 @@ struct GLStateManager {
}
void bindVAO(const OpenGL::VertexArray& vao) { bindVAO(vao.handle()); }
void bindVBO(const OpenGL::VertexBuffer& vbo) { bindVBO(vbo.handle()); }
void useProgram(const OpenGL::Program& program) { useProgram(program.handle()); }
void setColourMask(bool r, bool g, bool b, bool a) {

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@ -3,15 +3,20 @@
#include <array>
#include <cstring>
#include <functional>
#include <memory>
#include <optional>
#include <span>
#include <unordered_map>
#include <utility>
#include "PICA/float_types.hpp"
#include "PICA/pica_frag_config.hpp"
#include "PICA/pica_hash.hpp"
#include "PICA/pica_vert_config.hpp"
#include "PICA/pica_vertex.hpp"
#include "PICA/regs.hpp"
#include "PICA/shader_gen.hpp"
#include "gl/stream_buffer.h"
#include "gl_driver.hpp"
#include "gl_state.hpp"
#include "helpers.hpp"
@ -29,9 +34,11 @@ class RendererGL final : public Renderer {
OpenGL::Program triangleProgram;
OpenGL::Program displayProgram;
OpenGL::VertexArray vao;
// VAO for when not using accelerated vertex shaders. Contains attribute declarations matching to the PICA fixed function fragment attributes
OpenGL::VertexArray defaultVAO;
// VAO for when using accelerated vertex shaders. The PICA vertex shader inputs are passed as attributes without CPU processing.
OpenGL::VertexArray hwShaderVAO;
OpenGL::VertexBuffer vbo;
bool enableUbershader = true;
// Data
struct {
@ -54,6 +61,21 @@ class RendererGL final : public Renderer {
float oldDepthScale = -1.0;
float oldDepthOffset = 0.0;
bool oldDepthmapEnable = false;
// Set by prepareForDraw, tells us whether the current draw is using hw-accelerated shader
bool usingAcceleratedShader = false;
bool performIndexedRender = false;
bool usingShortIndices = false;
// Set by prepareForDraw, metadata for indexed renders
GLuint minimumIndex = 0;
GLuint maximumIndex = 0;
void* hwIndexBufferOffset = nullptr;
// When doing hw shaders, we cache which attributes are enabled in our VAO to avoid having to enable/disable all attributes on each draw
u32 previousAttributeMask = 0;
// Cached pointer to the current vertex shader when using HW accelerated shaders
OpenGL::Shader* generatedVertexShader = nullptr;
SurfaceCache<DepthBuffer, 16, true> depthBufferCache;
SurfaceCache<ColourBuffer, 16, true> colourBufferCache;
@ -71,12 +93,51 @@ class RendererGL final : public Renderer {
// We can compile this once and then link it with all other generated fragment shaders
OpenGL::Shader defaultShadergenVs;
GLuint shadergenFragmentUBO;
// UBO for uploading the PICA uniforms when using hw shaders
GLuint hwShaderUniformUBO;
using StreamBuffer = OpenGLStreamBuffer;
std::unique_ptr<StreamBuffer> hwVertexBuffer;
std::unique_ptr<StreamBuffer> hwIndexBuffer;
// Cache of fixed attribute values so that we don't do any duplicate updates
std::array<std::array<float, 4>, 16> fixedAttrValues;
// Cached recompiled fragment shader
struct CachedProgram {
OpenGL::Program program;
};
std::unordered_map<PICA::FragmentConfig, CachedProgram> shaderCache;
struct ShaderCache {
std::unordered_map<PICA::VertConfig, std::optional<OpenGL::Shader>> vertexShaderCache;
std::unordered_map<PICA::FragmentConfig, OpenGL::Shader> fragmentShaderCache;
// Program cache indexed by GLuints for the vertex and fragment shader to use
// Top 32 bits are the vertex shader GLuint, bottom 32 bits are the fs GLuint
std::unordered_map<u64, CachedProgram> programCache;
void clear() {
for (auto& it : programCache) {
CachedProgram& cachedProgram = it.second;
cachedProgram.program.free();
}
for (auto& it : vertexShaderCache) {
if (it.second.has_value()) {
it.second->free();
}
}
for (auto& it : fragmentShaderCache) {
it.second.free();
}
programCache.clear();
vertexShaderCache.clear();
fragmentShaderCache.clear();
}
};
ShaderCache shaderCache;
OpenGL::Framebuffer getColourFBO();
OpenGL::Texture getTexture(Texture& tex);
@ -95,6 +156,8 @@ class RendererGL final : public Renderer {
void updateFogLUT();
void initGraphicsContextInternal();
void accelerateVertexUpload(ShaderUnit& shaderUnit, PICA::DrawAcceleration* accel);
public:
RendererGL(GPU& gpu, const std::array<u32, regNum>& internalRegs, const std::array<u32, extRegNum>& externalRegs)
: Renderer(gpu, internalRegs, externalRegs), fragShaderGen(PICA::ShaderGen::API::GL, PICA::ShaderGen::Language::GLSL) {}
@ -112,15 +175,13 @@ 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 bool prepareForDraw(ShaderUnit& shaderUnit, PICA::DrawAcceleration* accel) override;
std::optional<ColourBuffer> getColourBuffer(u32 addr, PICA::ColorFmt format, u32 width, u32 height, bool createIfnotFound = true);
// Note: The caller is responsible for deleting the currently bound FBO before calling this
void setFBO(uint handle) { screenFramebuffer.m_handle = handle; }
void resetStateManager() { gl.reset(); }
void clearShaderCache();
void initUbershader(OpenGL::Program& program);
#ifdef PANDA3DS_FRONTEND_QT