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https://github.com/PCSX2/pcsx2.git
synced 2026-10-11 22:49:56 +00:00
GS: Add some missing baked shaders.
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@@ -370,6 +370,9 @@ GSVector4i GSDevice::ProcessCopyArea(const GSVector4i& rtsize, const GSVector4i&
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#ifdef BAKE_SHADERS_IN_CPP
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#include "common_fxaa.cpp"
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#include "common_ffx_a.cpp"
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#include "common_ffx_cas.cpp"
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#include "vulkan_cas.cpp"
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#include "vulkan_convert.cpp"
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#include "vulkan_imgui.cpp"
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#include "vulkan_interlace.cpp"
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@@ -377,6 +380,7 @@ GSVector4i GSDevice::ProcessCopyArea(const GSVector4i& rtsize, const GSVector4i&
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#include "vulkan_present.cpp"
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#include "vulkan_shadeboost.cpp"
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#include "vulkan_tfx.cpp"
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#include "opengl_cas.cpp"
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#include "opengl_convert.cpp"
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#include "opengl_imgui.cpp"
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#include "opengl_interlace.cpp"
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@@ -386,6 +390,7 @@ GSVector4i GSDevice::ProcessCopyArea(const GSVector4i& rtsize, const GSVector4i&
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#include "opengl_tfx_fs.cpp"
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#include "opengl_tfx_vgs.cpp"
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#ifdef _WIN32
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#include "dx11_cas.cpp"
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#include "dx11_convert.cpp"
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#include "dx11_imgui.cpp"
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#include "dx11_interlace.cpp"
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@@ -395,8 +400,12 @@ GSVector4i GSDevice::ProcessCopyArea(const GSVector4i& rtsize, const GSVector4i&
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#include "dx11_tfx.cpp"
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#endif
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static const std::map<std::string, const unsigned char*> baked_shaders = {
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static const std::map<std::string, const unsigned char*> s_baked_shaders = {
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{ "shaders/common/fxaa.fx" , common_fxaa},
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{ "shaders/common/fxaa.fx" , common_fxaa },
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{ "shaders/common/ffx_a.h" , common_ffx_a },
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{ "shaders/common/ffx_cas.h" , common_ffx_cas },
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{ "shaders/vulkan/cas.glsl" , vulkan_cas },
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{ "shaders/vulkan/convert.glsl" , vulkan_convert},
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{ "shaders/vulkan/imgui.glsl" , vulkan_imgui},
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{ "shaders/vulkan/interlace.glsl" , vulkan_interlace},
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@@ -404,6 +413,7 @@ static const std::map<std::string, const unsigned char*> baked_shaders = {
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{ "shaders/vulkan/present.glsl" , vulkan_present },
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{ "shaders/vulkan/shadeboost.glsl" , vulkan_shadeboost },
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{ "shaders/vulkan/tfx.glsl" , vulkan_tfx },
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{ "shaders/opengl/cas.glsl" , opengl_cas },
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{ "shaders/opengl/convert.glsl" , opengl_convert },
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{ "shaders/opengl/imgui.glsl" , opengl_imgui },
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{ "shaders/opengl/interlace.glsl" , opengl_interlace },
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@@ -413,6 +423,7 @@ static const std::map<std::string, const unsigned char*> baked_shaders = {
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{ "shaders/opengl/tfx_fs.glsl" , opengl_tfx_fs },
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{ "shaders/opengl/tfx_vgs.glsl" , opengl_tfx_vgs },
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#ifdef _WIN32
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{ "shaders/dx11/cas.hlsl" , dx11_cas },
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{ "shaders/direct3d/convert.fx" , dx11_convert },
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{ "shaders/direct3d/imgui.fx" , dx11_imgui },
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{ "shaders/direct3d/interlace.fx" , dx11_interlace },
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@@ -427,8 +438,8 @@ static const std::map<std::string, const unsigned char*> baked_shaders = {
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std::optional<std::string> GSDevice::ReadShaderSource(const char* filename)
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{
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#ifdef BAKE_SHADERS_IN_CPP
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const auto it = baked_shaders.find(filename);
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if (it != baked_shaders.end())
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const auto it = s_baked_shaders.find(filename);
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if (it != s_baked_shaders.end())
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return reinterpret_cast<const char*>(it->second);
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#endif
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return FileSystem::ReadFileToString(Path::Combine(EmuFolders::Resources, filename).c_str());
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@@ -70,6 +70,9 @@
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</ClCompile>
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</ItemDefinitionGroup>
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<ItemGroup>
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<ShaderToCpp Include="..\bin\resources\shaders\vulkan\cas.glsl">
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<VarName>vulkan_cas</VarName>
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</ShaderToCpp>
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<ShaderToCpp Include="..\bin\resources\shaders\vulkan\convert.glsl">
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<VarName>vulkan_convert</VarName>
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</ShaderToCpp>
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@@ -91,6 +94,9 @@
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<ShaderToCpp Include="..\bin\resources\shaders\vulkan\tfx.glsl">
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<VarName>vulkan_tfx</VarName>
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</ShaderToCpp>
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<ShaderToCpp Include="..\bin\resources\shaders\opengl\cas.glsl">
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<VarName>opengl_cas</VarName>
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</ShaderToCpp>
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<ShaderToCpp Include="..\bin\resources\shaders\opengl\convert.glsl">
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<VarName>opengl_convert</VarName>
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</ShaderToCpp>
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@@ -115,6 +121,9 @@
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<ShaderToCpp Include="..\bin\resources\shaders\opengl\present.glsl">
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<VarName>opengl_present</VarName>
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</ShaderToCpp>
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<ShaderToCpp Include="..\bin\resources\shaders\dx11\cas.hlsl">
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<VarName>dx11_cas</VarName>
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</ShaderToCpp>
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<ShaderToCpp Include="..\bin\resources\shaders\dx11\convert.fx">
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<VarName>dx11_convert</VarName>
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</ShaderToCpp>
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@@ -139,6 +148,12 @@
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<ShaderToCpp Include="..\bin\resources\shaders\common\fxaa.fx">
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<VarName>common_fxaa</VarName>
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</ShaderToCpp>
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<ShaderToCpp Include="..\bin\resources\shaders\common\ffx_a.h">
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<VarName>common_ffx_a</VarName>
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</ShaderToCpp>
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<ShaderToCpp Include="..\bin\resources\shaders\common\ffx_cas.h">
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<VarName>common_ffx_cas</VarName>
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</ShaderToCpp>
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<None Include="..\bin\resources\shaders\common\fxaa.fx" />
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<None Include="..\bin\resources\shaders\opengl\cas.glsl" />
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<None Include="..\bin\resources\shaders\opengl\convert.glsl" />
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