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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
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34 changed files with 1877 additions and 253 deletions
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@ -1,8 +1,11 @@
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#pragma once
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#include <fmt/format.h>
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#include <map>
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#include <set>
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#include <string>
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#include <tuple>
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#include <map>
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#include <utility>
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#include <vector>
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#include "PICA/shader.hpp"
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@ -41,9 +44,12 @@ namespace PICA::ShaderGen {
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explicit Function(u32 start, u32 end) : start(start), end(end) {}
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bool operator<(const Function& other) const { return AddressRange(start, end) < AddressRange(other.start, other.end); }
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std::string getIdentifier() const { return "func_" + std::to_string(start) + "_to_" + std::to_string(end); }
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std::string getForwardDecl() const { return "void " + getIdentifier() + "();\n"; }
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std::string getCallStatement() const { return getIdentifier() + "()"; }
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std::string getIdentifier() const { return fmt::format("fn_{}_{}", start, end); }
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// To handle weird control flow, we have to return from each function a bool that indicates whether or not the shader reached an end
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// instruction and should thus terminate. This is necessary for games like Rayman and Gravity Falls, which have "END" instructions called
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// from within functions deep in the callstack
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std::string getForwardDecl() const { return fmt::format("bool fn_{}_{}();\n", start, end); }
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std::string getCallStatement() const { return fmt::format("fn_{}_{}()", start, end); }
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};
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std::set<Function> functions{};
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@ -93,9 +99,11 @@ namespace PICA::ShaderGen {
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API api;
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Language language;
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bool compilationError = false;
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void compileInstruction(u32& pc, bool& finished);
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void compileRange(const AddressRange& range);
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// Compile range "range" and returns the end PC or if we're "finished" with the program (called an END instruction)
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std::pair<u32, bool> compileRange(const AddressRange& range);
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void callFunction(const Function& function);
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const Function* findFunction(const AddressRange& range);
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@ -105,6 +113,7 @@ namespace PICA::ShaderGen {
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std::string getDest(u32 dest) const;
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std::string getSwizzlePattern(u32 swizzle) const;
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std::string getDestSwizzle(u32 destinationMask) const;
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const char* getCondition(u32 cond, u32 refX, u32 refY);
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void setDest(u32 operandDescriptor, const std::string& dest, const std::string& value);
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// Returns if the instruction uses the typical register encodings most instructions use
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