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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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@ -1,9 +1,10 @@
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#pragma once
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#include <array>
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#include <optional>
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#include <span>
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#include <string>
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#include <optional>
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#include "PICA/draw_acceleration.hpp"
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#include "PICA/pica_vertex.hpp"
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#include "PICA/regs.hpp"
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#include "helpers.hpp"
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@ -21,9 +22,11 @@ enum class RendererType : s8 {
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};
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struct EmulatorConfig;
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class GPU;
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struct SDL_Window;
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class GPU;
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class ShaderUnit;
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class Renderer {
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protected:
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GPU& gpu;
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@ -77,7 +80,11 @@ 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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// This function is called on every draw call before parsing vertex data.
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// It is responsible for things like looking up which vertex/fragment shaders to use, recompiling them if they don't exist, choosing between
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// ubershaders and shadergen, and so on.
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// Returns whether this draw is eligible for using hardware-accelerated shaders or if shaders should run on the CPU
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virtual bool prepareForDraw(ShaderUnit& shaderUnit, PICA::DrawAcceleration* accel) { return false; }
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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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