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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.
		
			
				
	
	
		
			23 lines
		
	
	
	
		
			648 B
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			23 lines
		
	
	
	
		
			648 B
		
	
	
	
		
			C
		
	
	
	
	
	
#pragma once
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struct ShaderCacheEntry
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{
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    const uint64_t hash;
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    const uint32_t dxilOffset;
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    const uint32_t dxilSize;
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    const uint32_t spirvOffset;
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    const uint32_t spirvSize;
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    const uint32_t specConstantsMask;
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    struct GuestShader* guestShader;
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};
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extern ShaderCacheEntry g_shaderCacheEntries[];
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extern const size_t g_shaderCacheEntryCount;
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extern const uint8_t g_compressedDxilCache[];
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extern const size_t g_dxilCacheCompressedSize;
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extern const size_t g_dxilCacheDecompressedSize;
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extern const uint8_t g_compressedSpirvCache[];
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extern const size_t g_spirvCacheCompressedSize;
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extern const size_t g_spirvCacheDecompressedSize;
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