wheremyfoodat
04d047ff75
Some formatting
2024-11-22 02:48:32 +02:00
wheremyfoodat
0e94eae483
Force-inline SIMD index buffer functions
2024-11-20 13:10:34 +02:00
wheremyfoodat
cdc61ea95a
GL renderer: Add fallback for when driver doesn't provide glDrawRangeElementsBaseVertex ( #617 )
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* GL: Add fallback for when driver doesn't provide glDrawRangeElementsBaseVertex
* GL: Fix fallback when glDrawRangeElementsBaseVertex is absent
2024-10-23 22:43:58 +03:00
wheremyfoodat
8c80099339
Implement shared font relocation
2024-10-22 19:13:25 +03:00
wheremyfoodat
5d28f11ccf
GPU: Add optimized NEON path for analyzing index buffers ( #613 )
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* Implement ARM NEON index buffer analysis
* NEON: Fix initial index buffer minima/maxima
* NEON: Fix vertex count comparison for index buffer analysis
* GPU: Add SSE4.1 path for index buffer analysis
* Fix oopsie
* Fix oopsie, again
2024-10-20 20:02:02 +03:00
wheremyfoodat
49a94a13c5
Moar shader decompiler ( #559 )
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* 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
wheremyfoodat
fa9ce5fc70
GLES: Implement logic ops via fb fetch ( #608 )
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* GLES: Implement logic ops via fb fetch
* Attempt to fix deprecated libglx-mesa0 package
* Update Qt_Build.yml
* GLES: Enable fb fetch instead of requiring it
* GLES: Add support for GL_ARM_shader_framebuffer_fetch
* Fix GL_EXT_shader_framebuffer_fetch behavior
2024-10-14 00:17:24 +03:00
wheremyfoodat
195f3388e9
PICA: Add LITP test + interpreter implementation
2024-08-02 22:53:51 +03:00
wheremyfoodat
32ddc28789
Shadergen: Move fog colour to uniform
2024-07-25 20:18:30 +03:00
wheremyfoodat
be75fa43a3
More shader->GLSL recompiler work
2024-07-24 02:03:29 +03:00
wheremyfoodat
e4d4a35674
Renderer GL: Add UB checks
2024-07-23 04:11:12 +03:00
wheremyfoodat
850aadb0f6
Update Linux version on CI
2024-07-23 02:25:40 +03:00
wheremyfoodat
0aa1ed21b2
More shader decompiler work
2024-07-23 01:22:26 +03:00
wheremyfoodat
a5ea268826
Merge branch 'master' into nyom
2024-07-22 15:46:27 +03:00
wheremyfoodat
85af58f0a7
Remove shader-related hallucinations
2024-07-22 02:06:24 +03:00
wheremyfoodat
2d72b66042
Initial shader decompilation work
2024-07-22 01:47:34 +03:00
offtkp
b8712b37c3
A few kissable changes
2024-07-21 18:26:02 +03:00
wheremyfoodat
d7bca1460c
Merge branch 'master' into nyom
2024-07-21 17:52:15 +03:00
wheremyfoodat
8fc61cdb7b
Add shader decompiler files
2024-07-21 17:52:06 +03:00
offtkp
b90c15919b
Shadergen fog
2024-07-21 17:45:02 +03:00
offtkp
4176a19256
Fog in ubershader
2024-07-21 17:38:07 +03:00
offtkp
b333bf8a0c
Use u32 for scale instead of float in FragmentConfig
2024-07-21 17:28:51 +03:00
wheremyfoodat
ed67069487
Merge pull request #547 from OFFTKP/hashing
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Fix hashing for FragmentConfig
2024-07-21 14:27:30 +00:00
offtkp
be1c801fc2
Fix hashing for FragmentConfig
2024-07-21 16:55:44 +03:00
wheremyfoodat
2a6cd3c5ea
Separate graphics API/Language types from the fragment recompiler
2024-07-21 16:02:22 +03:00