Files
UnleashedRecomp-hedge-dev/UnleashedRecomp/stdafx.h
Skyth (Asilkan) d36aa26bac Specialization constants, reverse Z and async PSO implementation. (#9)
* Specialization constant implementation for Vulkan.

* Implement DXIL library linking.

* Implement proper reverse Z & fix motion blur flicker.

* Mirage API mapping.

* Initial work for async PSO.

* Further async PSO work.

* Set pipeline names.

* Handle special layers writing depth.

* Handle bones in shadow pipeline.

* Fix additive mode setting wrong pipeline field.

* Pass models to compilation threads through shared pointers.

* Safety improvements.

* Allow DXIL linking to happen in parallel.

* Display more debug information.

* Queue unique models for compilation immediately.

* Put async PSO debug printing behind a macro.

* Kick off terrain models to pipeline compilation thread the moment they are made.

* Hook a different function to do waiting in.

* Fix pipelines getting dropped.

* Account for ConstTexCoord.

* Fix async PSO accounting for alpha to coverage even when MSAA is off.

* Remove "has bone" specialization constant.

* Sky shader compilation & more debugging helpers.

* Assign names to shaders during loading.

* Fix string symbol definitions.

* Print description of recently compiled render thread pipelines.

* Switch to an enum library that doesn't murder IntelliSense.

* Precompile pipelines for object icons.

* Skip fur pipelines.

* Skip printing info for pipelines compiled during loading.

* Precompile pipelines for Sonic's mouth, motion blur, and forced transparent objects.

* Precompile planar reflection shaders.

* Precompile sparkle shaders in loading screens.

* Precompile fur shader.

* Refactor model traversing to enqueue every single compilation to worker threads.

* Dynamically create pipeline threads depending on hardware concurrency.

* Fix MSAA depth resolve not accounting for reverse Z.

* Integrate smol-v.

* Implement PSO caching.

* Update ShaderRecomp & remove unused function.
2024-11-29 23:30:48 +03:00

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#pragma once
#define NOMINMAX
#include <windows.h>
#include <dxcapi.h>
#include <ShlObj_core.h>
#include <algorithm>
#include <mutex>
#include <filesystem>
#include <fstream>
#include <format>
#include <vector>
#include <string>
#include <cassert>
#include <chrono>
#include <xbox.h>
#include <xxhash.h>
#include <ankerl/unordered_dense.h>
#include <ddspp.h>
#include <ppc/ppc_recomp_shared.h>
#include <toml++/toml.hpp>
#include <zstd.h>
#include <stb_image.h>
#include <concurrentqueue/blockingconcurrentqueue.h>
#include <SDL.h>
#include <imgui.h>
#include <imgui_internal.h>
#include <imgui_impl_sdl2.h>
#include <o1heap.h>
#include <cstddef>
#include <wrl/client.h>
#include <smolv.h>
#include <print>
using Microsoft::WRL::ComPtr;
#include "framework.h"
#include "mutex.h"