UnleashedRecomp/UnleashedRecompLib/shader/shader_cache.h
Skyth (Asilkan) d36aa26bac
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

23 lines
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C

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