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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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@ -163,8 +163,9 @@ static int fetchVariableRange(std::string key, int min, int max) {
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static void configInit() {
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static const retro_variable values[] = {
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{"panda3ds_use_shader_jit", EmulatorConfig::shaderJitDefault ? "Enable shader JIT; enabled|disabled"
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: "Enable shader JIT; disabled|enabled"},
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{"panda3ds_use_shader_jit", EmulatorConfig::shaderJitDefault ? "Enable shader JIT; enabled|disabled" : "Enable shader JIT; disabled|enabled"},
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{"panda3ds_accelerate_shaders",
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EmulatorConfig::accelerateShadersDefault ? "Run 3DS shaders on the GPU; enabled|disabled" : "Run 3DS shaders on the GPU; disabled|enabled"},
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{"panda3ds_accurate_shader_mul", "Enable accurate shader multiplication; disabled|enabled"},
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{"panda3ds_use_ubershader", EmulatorConfig::ubershaderDefault ? "Use ubershaders (No stutter, maybe slower); enabled|disabled"
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: "Use ubershaders (No stutter, maybe slower); disabled|enabled"},
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@ -197,6 +198,8 @@ static void configUpdate() {
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config.sdWriteProtected = fetchVariableBool("panda3ds_write_protect_virtual_sd", false);
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config.accurateShaderMul = fetchVariableBool("panda3ds_accurate_shader_mul", false);
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config.useUbershaders = fetchVariableBool("panda3ds_use_ubershader", EmulatorConfig::ubershaderDefault);
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config.accelerateShaders = fetchVariableBool("panda3ds_accelerate_shaders", EmulatorConfig::accelerateShadersDefault);
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config.forceShadergenForLights = fetchVariableBool("panda3ds_ubershader_lighting_override", true);
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config.lightShadergenThreshold = fetchVariableRange("panda3ds_ubershader_lighting_override_threshold", 1, 8);
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config.discordRpcEnabled = false;
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