mirror of
https://github.com/melonDS-emu/melonDS.git
synced 2025-07-04 12:59:44 -06:00
Compute shader renderer (#2041)
* nothing works yet * don't double buffer 3D framebuffers for the GL Renderer looks like leftovers from when 3D+2D composition was done in the frontend * oops * it works! * implement display capture for compute renderer it's actually just all stolen from the regular OpenGL renderer * fix bad indirect call * handle cleanup properly * add hires rendering to the compute shader renderer * fix UB also misc changes to use more unsigned multiplication also fix framebuffer resize * correct edge filling behaviour when AA is disabled * fix full color textures * fix edge marking (polygon id is 6-bit not 5) also make the code a bit nicer * take all edge cases into account for XMin/XMax calculation * use hires coordinate again * stop using fixed size buffers based on scale factor in shaders this makes shader compile times tolerable on Wintel - beginning of the shader cache - increase size of tile idx in workdesc to 20 bits * apparently & is not defined on bvec4 why does this even compile on Intel and Nvidia? * put the texture cache into it's own file * add compute shader renderer properly to the GUI also add option to toggle using high resolution vertex coordinates * unbind sampler object in compute shader renderer * fix GetRangedBitMask for 64 bit aligned 64 bits pretty embarassing * convert NonStupidBitfield.h back to LF only new lines * actually adapt to latest changes * fix stupid merge * actually make compute shader renderer work with newest changes * show progress on shader compilation * remove merge leftover
This commit is contained in:
@ -52,10 +52,12 @@
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#include "DSi_I2C.h"
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#include "GPU3D_Soft.h"
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#include "GPU3D_OpenGL.h"
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#include "GPU3D_Compute.h"
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#include "Savestate.h"
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#include "ROMManager.h"
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#include "EmuThread.h"
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//#include "ArchiveUtil.h"
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//#include "CameraManager.h"
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@ -94,9 +96,8 @@ EmuThread::EmuThread(QObject* parent) : QThread(parent)
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}
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std::unique_ptr<NDS> EmuThread::CreateConsole(
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std::unique_ptr<melonDS::NDSCart::CartCommon>&& ndscart,
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std::unique_ptr<melonDS::GBACart::CartCommon>&& gbacart
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) noexcept
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std::unique_ptr<melonDS::NDSCart::CartCommon> &&ndscart,
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std::unique_ptr<melonDS::GBACart::CartCommon> &&gbacart) noexcept
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{
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auto arm7bios = ROMManager::LoadARM7BIOS();
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if (!arm7bios)
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@ -326,21 +327,12 @@ void EmuThread::run()
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videoRenderer = 0;
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}
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if (videoRenderer == 0)
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{ // If we're using the software renderer...
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NDS->GPU.SetRenderer3D(std::make_unique<SoftRenderer>(Config::Threaded3D != 0));
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}
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else
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{
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auto glrenderer = melonDS::GLRenderer::New();
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glrenderer->SetRenderSettings(Config::GL_BetterPolygons, Config::GL_ScaleFactor);
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NDS->GPU.SetRenderer3D(std::move(glrenderer));
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}
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updateRenderer();
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Input::Init();
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u32 nframes = 0;
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double perfCountsSec = 1.0 / SDL_GetPerformanceFrequency();
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perfCountsSec = 1.0 / SDL_GetPerformanceFrequency();
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double lastTime = SDL_GetPerformanceCounter() * perfCountsSec;
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double frameLimitError = 0.0;
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double lastMeasureTime = lastTime;
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@ -451,20 +443,9 @@ void EmuThread::run()
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videoRenderer = 0;
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}
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videoRenderer = screenGL ? Config::_3DRenderer : 0;
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updateRenderer();
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videoSettingsDirty = false;
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if (videoRenderer == 0)
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{ // If we're using the software renderer...
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NDS->GPU.SetRenderer3D(std::make_unique<SoftRenderer>(Config::Threaded3D != 0));
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}
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else
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{
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auto glrenderer = melonDS::GLRenderer::New();
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glrenderer->SetRenderSettings(Config::GL_BetterPolygons, Config::GL_ScaleFactor);
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NDS->GPU.SetRenderer3D(std::move(glrenderer));
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}
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}
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// process input and hotkeys
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@ -512,7 +493,16 @@ void EmuThread::run()
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// emulate
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u32 nlines = NDS->RunFrame();
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u32 nlines;
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if (NDS->GPU.GetRenderer3D().NeedsShaderCompile())
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{
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compileShaders();
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nlines = 0;
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}
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else
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{
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nlines = NDS->RunFrame();
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}
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if (ROMManager::NDSSave)
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ROMManager::NDSSave->CheckFlush();
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@ -750,3 +740,53 @@ bool EmuThread::emuIsActive()
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{
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return (RunningSomething == 1);
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}
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void EmuThread::updateRenderer()
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{
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if (videoRenderer != lastVideoRenderer)
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{
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printf("creating renderer %d\n", videoRenderer);
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switch (videoRenderer)
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{
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case renderer3D_Software:
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NDS->GPU.SetRenderer3D(std::make_unique<SoftRenderer>());
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break;
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case renderer3D_OpenGL:
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NDS->GPU.SetRenderer3D(GLRenderer::New());
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break;
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case renderer3D_OpenGLCompute:
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NDS->GPU.SetRenderer3D(ComputeRenderer::New());
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break;
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default: __builtin_unreachable();
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}
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}
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lastVideoRenderer = videoRenderer;
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switch (videoRenderer)
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{
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case renderer3D_Software:
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static_cast<SoftRenderer&>(NDS->GPU.GetRenderer3D()).SetThreaded(Config::Threaded3D, NDS->GPU);
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break;
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case renderer3D_OpenGL:
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static_cast<GLRenderer&>(NDS->GPU.GetRenderer3D()).SetRenderSettings(Config::GL_BetterPolygons, Config::GL_ScaleFactor);
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break;
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case renderer3D_OpenGLCompute:
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static_cast<ComputeRenderer&>(NDS->GPU.GetRenderer3D()).SetRenderSettings(Config::GL_ScaleFactor, Config::GL_HiresCoordinates);
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break;
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default: __builtin_unreachable();
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}
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}
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void EmuThread::compileShaders()
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{
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int currentShader, shadersCount;
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u64 startTime = SDL_GetPerformanceCounter();
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// kind of hacky to look at the wallclock, though it is easier than
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// than disabling vsync
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do
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{
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NDS->GPU.GetRenderer3D().ShaderCompileStep(currentShader, shadersCount);
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} while (NDS->GPU.GetRenderer3D().NeedsShaderCompile() &&
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(SDL_GetPerformanceCounter() - startTime) * perfCountsSec < 1.0 / 6.0);
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mainWindow->osdAddMessage(0, "Compiling shader %d/%d", currentShader+1, shadersCount);
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}
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