wheremyfoodat
49a94a13c5
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
2024-10-19 16:53:51 +03:00
Wunk
929019e76b
Refactor build targets into AlberCore
( #455 )
...
* Ignore `.cache` folder
* Add `AlberCore` build-target
Separate the AlberCore from its frontends. Allowing two front-ends to interface
with the same core implementation. This also allows for the core to interface
better with unit-testing.
* Modularize SDL/Qt frontend
Separates all QT/SDL build files and options into the frontend-build-target
* Fix optional OpenGL enablement
Software renderer requires OpenGL, so AlberCore requries OpenGL.
The QT frontend currently requires OpenGL due to `ScreenWidget`
* Fix Android build
* Fix LTO linking
* Fix windows build
`LoadLibrary` is a preprocessor that will use either `LoadLibraryW` or
`LoadLibraryA` depending on if `UNICODE` is defined or not.
In this case we are using an ASCII string literal and and can explicitly
specify the usage of `LoadLibraryA` with an ASCII literal.
* Bonk
* Bonk
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Co-authored-by: wheremyfoodat <44909372+wheremyfoodat@users.noreply.github.com>
2024-03-11 19:51:17 +02:00
wheremyfoodat
f6634786c1
AAAAAAAAAAAAAAAAAAAAA
2023-09-30 02:52:23 +03:00
wheremyfoodat
2a0c0afff5
Update context_egl.h
2023-09-30 02:33:04 +03:00
wheremyfoodat
046b334cb5
Fix include
2023-09-30 01:37:27 +03:00
wheremyfoodat
5d9ded47da
Fix typo
2023-09-30 01:35:26 +03:00