UnleashedRecomp/UnleashedRecompLib/shader/shader_cache.h

24 lines
648 B
C
Raw Normal View History

2024-10-20 00:53:16 +03:00
#pragma once
struct ShaderCacheEntry
{
2024-11-06 13:38:29 +03:00
const uint64_t hash;
const uint32_t dxilOffset;
const uint32_t dxilSize;
const uint32_t spirvOffset;
const uint32_t spirvSize;
Specialization constants, reverse Z and async PSO implementation. (#9) * 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.
2024-11-29 23:30:48 +03:00
const uint32_t specConstantsMask;
struct GuestShader* guestShader;
2024-10-20 00:53:16 +03:00
};
extern ShaderCacheEntry g_shaderCacheEntries[];
2024-11-06 13:38:29 +03:00
extern const size_t g_shaderCacheEntryCount;
2024-10-20 00:53:16 +03:00
2024-11-06 13:38:29 +03:00
extern const uint8_t g_compressedDxilCache[];
extern const size_t g_dxilCacheCompressedSize;
extern const size_t g_dxilCacheDecompressedSize;
2024-10-20 00:53:16 +03:00
2024-11-06 13:38:29 +03:00
extern const uint8_t g_compressedSpirvCache[];
extern const size_t g_spirvCacheCompressedSize;
extern const size_t g_spirvCacheDecompressedSize;