Commit Graph

12 Commits

Author SHA1 Message Date
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
Skyth 329d51885d Negate the game's reverse Z implementation. 2024-11-08 20:18:54 +03:00
Skyth f807feaeb1 Implement proper null texture descriptors per dimension type. 2024-10-27 20:16:08 +03:00
Skyth 5676591618 Refactor render commands to execute asynchronously. 2024-10-27 00:02:47 +03:00
Skyth 5578e84069 Refactor barrier usage & fix more validation errors. 2024-10-21 17:36:44 +03:00
Skyth ecc1098ddc Discard render targets before first use. 2024-10-20 15:11:15 +03:00
Skyth c2ce012155 Implement MSAA properly for Vulkan. 2024-10-19 22:22:09 +03:00
Skyth b7a3bdca87 Fix vertex declaration assignment in guest device. 2024-10-16 21:35:18 +03:00
Skyth 0cd86bf130 Implement MSAA. 2024-10-08 18:07:22 +03:00
Skyth c2ca5dcdad Refactor barrier usage. 2024-10-07 23:35:32 +03:00
Skyth 24830e1326 Initial graphics implementation. 2024-10-07 00:25:06 +03:00
Sajid 2122f247ac Add SDL and create basic window 2024-09-30 20:57:43 +06:00