mirror of
https://github.com/wheremyfoodat/Panda3DS.git
synced 2025-07-14 03:07:08 +12:00
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:
parent
afaf18f124
commit
49a94a13c5
34 changed files with 1877 additions and 253 deletions
|
@ -67,6 +67,7 @@ void EmulatorConfig::load() {
|
|||
vsyncEnabled = toml::find_or<toml::boolean>(gpu, "EnableVSync", true);
|
||||
useUbershaders = toml::find_or<toml::boolean>(gpu, "UseUbershaders", ubershaderDefault);
|
||||
accurateShaderMul = toml::find_or<toml::boolean>(gpu, "AccurateShaderMultiplication", false);
|
||||
accelerateShaders = toml::find_or<toml::boolean>(gpu, "AccelerateShaders", accelerateShadersDefault);
|
||||
|
||||
forceShadergenForLights = toml::find_or<toml::boolean>(gpu, "ForceShadergenForLighting", true);
|
||||
lightShadergenThreshold = toml::find_or<toml::integer>(gpu, "ShadergenLightThreshold", 1);
|
||||
|
@ -141,6 +142,7 @@ void EmulatorConfig::save() {
|
|||
data["GPU"]["UseUbershaders"] = useUbershaders;
|
||||
data["GPU"]["ForceShadergenForLighting"] = forceShadergenForLights;
|
||||
data["GPU"]["ShadergenLightThreshold"] = lightShadergenThreshold;
|
||||
data["GPU"]["AccelerateShaders"] = accelerateShaders;
|
||||
data["GPU"]["EnableRenderdoc"] = enableRenderdoc;
|
||||
|
||||
data["Audio"]["DSPEmulation"] = std::string(Audio::DSPCore::typeToString(dspType));
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue