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Panda3DS/include/renderdoc.hpp

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// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <string>
#include "helpers.hpp"
#ifdef PANDA3DS_ENABLE_RENDERDOC
namespace Renderdoc {
// Loads renderdoc dynamic library module.
void loadRenderdoc();
// Begins a capture if a renderdoc instance is attached.
void startCapture();
// Ends current renderdoc capture.
void endCapture();
// Triggers capturing process.
void triggerCapture();
// Sets output directory for captures
void setOutputDir(const std::string& path, const std::string& prefix);
// Returns whether Renderdoc has been loaded
bool isLoaded();
// Returns whether we've compiled with Renderdoc support
static constexpr bool isSupported() { return true; }
} // namespace Renderdoc
#else
namespace Renderdoc {
static void loadRenderdoc() {}
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static void startCapture() { Helpers::panic("Tried to start a Renderdoc capture while support for renderdoc is disabled"); }
static void endCapture() { Helpers::panic("Tried to end a Renderdoc capture while support for renderdoc is disabled"); }
static void triggerCapture() { Helpers::panic("Tried to trigger a Renderdoc capture while support for renderdoc is disabled"); }
static void setOutputDir(const std::string& path, const std::string& prefix) {}
static constexpr bool isSupported() { return false; }
static constexpr bool isLoaded() { return false; }
} // namespace Renderdoc
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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#endif
namespace Renderdoc {
// RAII scope class that encloses a Renderdoc capture, as long as it's triggered by triggerCapture
struct Scope {
Scope() { Renderdoc::startCapture(); }
~Scope() { Renderdoc::endCapture(); }
Scope(const Scope&) = delete;
Scope& operator=(const Scope&) = delete;
Scope(Scope&&) = delete;
Scope& operator=(const Scope&&) = delete;
};
// RAII scope class that encloses a Renderdoc capture. Unlike regular Scope it doesn't wait for a trigger, it will always issue the capture
// trigger on its own and take a capture
struct InstantScope {
InstantScope() {
Renderdoc::triggerCapture();
Renderdoc::startCapture();
}
~InstantScope() { Renderdoc::endCapture(); }
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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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InstantScope(const InstantScope&) = delete;
InstantScope& operator=(const InstantScope&) = delete;
InstantScope(InstantScope&&) = delete;
InstantScope& operator=(const InstantScope&&) = delete;
};
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} // namespace Renderdoc