mirror of
https://github.com/hedge-dev/UnleashedRecomp.git
synced 2025-10-30 07:11:05 +00:00
* 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.
55 lines
1.8 KiB
CMake
55 lines
1.8 KiB
CMake
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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)
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target_compile_definitions(PowerRecomp PRIVATE CONFIG_FILE_PATH=\"${CMAKE_CURRENT_SOURCE_DIR}/config/SWA.toml\")
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set(SWA_PPC_RECOMPILED_SOURCES
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"${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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"${CMAKE_CURRENT_SOURCE_DIR}/ppc/ppc_recomp_shared.h"
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)
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foreach(i RANGE 0 260)
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list(APPEND SWA_PPC_RECOMPILED_SOURCES "${CMAKE_CURRENT_SOURCE_DIR}/ppc/ppc_recomp.${i}.cpp")
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endforeach()
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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}/private/default.xex" "${CMAKE_CURRENT_SOURCE_DIR}/config/SWA.toml"
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)
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set(SHADER_RECOMP_ROOT "${SWA_THIRDPARTY_ROOT}/ShaderRecomp/ShaderRecomp")
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set(SHADER_RECOMP_INCLUDE "${SHADER_RECOMP_ROOT}/shader_common.h")
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target_compile_definitions(ShaderRecomp PRIVATE
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SHADER_RECOMP_INPUT=\"${CMAKE_CURRENT_SOURCE_DIR}/private\"
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SHADER_RECOMP_OUTPUT=\"${CMAKE_CURRENT_SOURCE_DIR}/shader/shader_cache.cpp\"
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SHADER_RECOMP_INCLUDE_INPUT=\"${SHADER_RECOMP_INCLUDE}\"
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)
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file(GLOB SHADER_RECOMP_SOURCES
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"${SHADER_RECOMP_ROOT}/*.h"
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"${SHADER_RECOMP_ROOT}/*.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" ${SHADER_RECOMP_SOURCES} ${SHADER_RECOMP_INCLUDE}
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)
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add_library(UnleashedRecompLib
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${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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