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
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GPG key ID: B5690EEEBB952194
34 changed files with 1877 additions and 253 deletions

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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