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	Make recompilation part of the CMake build process.
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					 3 changed files with 37 additions and 15 deletions
				
			
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			@ -8,9 +8,6 @@ git clone --recurse-submodules https://github.com/hedge-dev/UnleashedRecomp.git
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3. Decompress `shader.ar` and place the resulting file in `./UnleashedRecompLib/private/`.
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4. Open the repository directory in Visual Studio 2022 *(not Preview)* and wait for CMake generation to complete.
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5. Under Solution Explorer, right-click and choose "Switch to CMake Targets View".
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6. Expand the root project and right-click the **PowerRecomp** project and choose "Set as Startup Item", then run it and wait for recompilation to complete.
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7. After code recompilation, right-click the **ShaderRecomp** project and choose "Set as Startup Item", then run it and wait for recompilation to complete.
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8. After shader recompilation, expand the **UnleashedRecompLib** project and open `CMakeLists.txt`, then save (CTRL+S) to force CMake cache regeneration to populate the recompiled code.
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9.  Right-click the **UnleashedRecomp** project and choose "Set as Startup Item" and then choose "Add Debug Configuration".
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10. Add a `currentDir` property to the first element under `configurations` in the generated JSON and set its value to the path to your game directory (where root is the directory containing `dlc`, `game`, `save`, `update`, etc).
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11. Start debugging **UnleashedRecomp**.
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6. Right-click the **UnleashedRecomp** project and choose "Set as Startup Item", then choose "Add Debug Configuration".
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7. Add a `currentDir` property to the first element under `configurations` in the generated JSON and set its value to the path to your game directory (where root is the directory containing `dlc`, `game`, `save`, `update`, etc).
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8. Start debugging **UnleashedRecomp**. The initial compilation might take a while to complete due to code and shader recompilation.
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			@ -3,19 +3,44 @@ project("UnleashedRecompLib")
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add_compile_options(
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    "/fp:strict"
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    "-march=sandybridge"
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    "-fno-strict-aliasing")
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    "-fno-strict-aliasing"
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)
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file(GLOB SWA_PPC_RECOMPILED_SOURCES "ppc/*.cpp")
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file(GLOB SWA_SHADER_RECOMPILED_SOURCES "shader/*.cpp")
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add_library(UnleashedRecompLib "main.cpp" ${SWA_PPC_RECOMPILED_SOURCES} "shader/shader_cache.h" ${SWA_SHADER_RECOMPILED_SOURCES})
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target_compile_definitions(PowerRecomp PRIVATE CONFIG_FILE_PATH=\"${CMAKE_CURRENT_SOURCE_DIR}/config/SWA.toml\")
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target_include_directories(UnleashedRecompLib PUBLIC ${CMAKE_CURRENT_SOURCE_DIR})
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set(SWA_PPC_RECOMPILED_SOURCES 
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    "${CMAKE_CURRENT_SOURCE_DIR}/ppc/ppc_config.h"
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    "${CMAKE_CURRENT_SOURCE_DIR}/ppc/ppc_context.h"
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    "${CMAKE_CURRENT_SOURCE_DIR}/ppc/ppc_func_mapping.cpp"
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    "${CMAKE_CURRENT_SOURCE_DIR}/ppc/ppc_recomp_shared.h"
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)
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target_precompile_headers(UnleashedRecompLib PUBLIC ppc/ppc_recomp_shared.h)
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foreach(i RANGE 0 260)
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    list(APPEND SWA_PPC_RECOMPILED_SOURCES "${CMAKE_CURRENT_SOURCE_DIR}/ppc/ppc_recomp.${i}.cpp")
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endforeach()
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target_compile_definitions(PowerRecomp PRIVATE
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    CONFIG_FILE_PATH=\"${CMAKE_CURRENT_SOURCE_DIR}/config/SWA.toml\")
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add_custom_command(
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    OUTPUT ${SWA_PPC_RECOMPILED_SOURCES}
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    COMMAND PowerRecomp
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    DEPENDS "${CMAKE_CURRENT_SOURCE_DIR}/config/SWA.toml"
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)
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target_compile_definitions(ShaderRecomp PRIVATE 
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    SHADER_RECOMP_INPUT=\"${CMAKE_CURRENT_SOURCE_DIR}/private\" 
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    SHADER_RECOMP_OUTPUT=\"${CMAKE_CURRENT_SOURCE_DIR}/shader/shader_cache.cpp\")
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    SHADER_RECOMP_OUTPUT=\"${CMAKE_CURRENT_SOURCE_DIR}/shader/shader_cache.cpp\"
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)
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add_custom_command(
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    OUTPUT "${CMAKE_CURRENT_SOURCE_DIR}/shader/shader_cache.cpp"
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    COMMAND ShaderRecomp
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    DEPENDS "${CMAKE_CURRENT_SOURCE_DIR}/private/shader.ar"
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)
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add_library(UnleashedRecompLib 
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    ${SWA_PPC_RECOMPILED_SOURCES}
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    "shader/shader_cache.h"
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    "shader/shader_cache.cpp"
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)
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target_include_directories(UnleashedRecompLib PUBLIC ${CMAKE_CURRENT_SOURCE_DIR})
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target_precompile_headers(UnleashedRecompLib PUBLIC "ppc/ppc_recomp_shared.h")
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