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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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third_party/duckstation/gl/stream_buffer.h
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third_party/duckstation/gl/stream_buffer.h
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// SPDX-FileCopyrightText: 2019-2023 Connor McLaughlin <stenzek@gmail.com>
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// SPDX-License-Identifier: (GPL-3.0 OR CC-BY-NC-ND-4.0)
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#pragma once
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#include <glad/gl.h>
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// Comment to avoid clang-format reordering the glad header
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#include <memory>
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#include <string_view>
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#include <tuple>
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#include <vector>
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#include "duckstation_compat.h"
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#include "helpers.hpp"
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class OpenGLStreamBuffer {
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public:
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virtual ~OpenGLStreamBuffer();
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ALWAYS_INLINE GLuint GetGLBufferId() const { return m_buffer_id; }
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ALWAYS_INLINE GLenum GetGLTarget() const { return m_target; }
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ALWAYS_INLINE u32 GetSize() const { return m_size; }
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void Bind();
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void Unbind();
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void SetDebugName(std::string_view name);
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struct MappingResult {
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void* pointer;
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u32 buffer_offset;
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u32 index_aligned; // offset / alignment, suitable for base vertex
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u32 space_aligned; // remaining space / alignment
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};
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virtual MappingResult Map(u32 alignment, u32 min_size) = 0;
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/// Returns the position in the buffer *before* the start of used_size.
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virtual u32 Unmap(u32 used_size) = 0;
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/// Returns the minimum granularity of blocks which sync objects will be created around.
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virtual u32 GetChunkSize() const = 0;
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static std::unique_ptr<OpenGLStreamBuffer> Create(GLenum target, u32 size);
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protected:
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OpenGLStreamBuffer(GLenum target, GLuint buffer_id, u32 size);
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GLenum m_target;
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GLuint m_buffer_id;
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u32 m_size;
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};
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