Update RT64 for optimized ubershaders and update recomp runtime
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parent
db4d9c668d
commit
323cf54888
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@ -29,7 +29,6 @@ namespace zelda64 {
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void shutdown() override;
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void shutdown() override;
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uint32_t get_display_framerate() const override;
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uint32_t get_display_framerate() const override;
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float get_resolution_scale() const override;
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float get_resolution_scale() const override;
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void load_shader_cache(std::span<const char> cache_binary) override;
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protected:
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protected:
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std::unique_ptr<RT64::Application> app;
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std::unique_ptr<RT64::Application> app;
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@ -1 +1 @@
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Subproject commit 3e39c2ec34340e245a5b7e353560b5a793b9990b
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Subproject commit d5c81d0a6bf2e5f36747a095a7a060d7623bbf58
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2
lib/rt64
2
lib/rt64
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@ -1 +1 @@
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Subproject commit 88c618c1f8d8089f94e78537e49e0d77798fc0be
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Subproject commit c7e270cf1588b7bbf73913d542ca5d40ee2728a2
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@ -331,6 +331,7 @@ std::vector<recomp::GameEntry> supported_games = {
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.internal_name = "ZELDA MAJORA'S MASK",
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.internal_name = "ZELDA MAJORA'S MASK",
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.game_id = u8"mm.n64.us.1.0",
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.game_id = u8"mm.n64.us.1.0",
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.mod_game_id = "mm",
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.mod_game_id = "mm",
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.save_type = recomp::SaveType::Flashram,
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.is_enabled = true,
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.is_enabled = true,
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.entrypoint_address = get_entrypoint_address(),
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.entrypoint_address = get_entrypoint_address(),
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.entrypoint = recomp_entrypoint,
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.entrypoint = recomp_entrypoint,
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@ -679,7 +680,6 @@ int main(int argc, char** argv) {
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printf("\n");
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printf("\n");
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recomp::start(
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recomp::start(
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64 * 1024 * 1024, // 64MB to have plenty of room for loading mods
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project_version,
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project_version,
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{},
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{},
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rsp_callbacks,
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rsp_callbacks,
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@ -397,16 +397,6 @@ float zelda64::renderer::RT64Context::get_resolution_scale() const {
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}
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}
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}
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}
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void zelda64::renderer::RT64Context::load_shader_cache(std::span<const char> cache_binary) {
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// TODO figure out how to avoid a copy here.
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std::istringstream cache_stream{std::string{cache_binary.data(), cache_binary.size()}};
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if (!app->rasterShaderCache->loadOfflineList(cache_stream)) {
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printf("Failed to preload shader cache!\n");
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assert(false);
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}
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}
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RT64::UserConfiguration::Antialiasing zelda64::renderer::RT64MaxMSAA() {
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RT64::UserConfiguration::Antialiasing zelda64::renderer::RT64MaxMSAA() {
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return device_max_msaa;
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return device_max_msaa;
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}
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}
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