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https://github.com/hedge-dev/UnleashedRecomp.git
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* 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.
40 lines
783 B
C++
40 lines
783 B
C++
#pragma once
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#define NOMINMAX
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#include <windows.h>
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#include <dxcapi.h>
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#include <ShlObj_core.h>
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#include <algorithm>
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#include <mutex>
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#include <filesystem>
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#include <fstream>
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#include <format>
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#include <vector>
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#include <string>
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#include <cassert>
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#include <chrono>
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#include <xbox.h>
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#include <xxhash.h>
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#include <ankerl/unordered_dense.h>
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#include <ddspp.h>
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#include <ppc/ppc_recomp_shared.h>
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#include <toml++/toml.hpp>
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#include <zstd.h>
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#include <stb_image.h>
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#include <concurrentqueue/blockingconcurrentqueue.h>
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#include <SDL.h>
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#include <imgui.h>
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#include <imgui_internal.h>
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#include <imgui_impl_sdl2.h>
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#include <o1heap.h>
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#include <cstddef>
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#include <wrl/client.h>
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#include <smolv.h>
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#include <print>
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using Microsoft::WRL::ComPtr;
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#include "framework.h"
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#include "mutex.h"
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