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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.
21 lines
636 B
HLSL
21 lines
636 B
HLSL
#pragma once
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struct PushConstants
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{
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uint ResourceDescriptorIndex;
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};
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[[vk::push_constant]] ConstantBuffer<PushConstants> g_PushConstants : register(b3, space4);
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Texture2DMS<float, SAMPLE_COUNT> g_Texture2DMSDescriptorHeap[] : register(t0, space0);
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float main(in float4 position : SV_Position) : SV_Depth
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{
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float result = g_Texture2DMSDescriptorHeap[g_PushConstants.ResourceDescriptorIndex].Load(int2(position.xy), 0);
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[unroll] for (int i = 1; i < SAMPLE_COUNT; i++)
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result = min(result, g_Texture2DMSDescriptorHeap[g_PushConstants.ResourceDescriptorIndex].Load(int2(position.xy), i));
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return result;
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}
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