mirror of
https://github.com/dolphin-emu/dolphin.git
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491c10ec96
This will generate one shader per copy format. For now, it is the same shader with the colmat hard coded. So it should already improve the GPU performance a bit, but a rewrite of the shader generator is suggested. Half of the patch is done by linkmauve1: VideoCommon: Reorganise the shader writes.
85 lines
1.7 KiB
CMake
85 lines
1.7 KiB
CMake
set(SRCS
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AbstractStagingTexture.cpp
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AbstractTexture.cpp
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AsyncRequests.cpp
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AsyncShaderCompiler.cpp
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BoundingBox.cpp
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BPFunctions.cpp
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BPMemory.cpp
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BPStructs.cpp
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CPMemory.cpp
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CommandProcessor.cpp
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Debugger.cpp
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DriverDetails.cpp
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Fifo.cpp
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FPSCounter.cpp
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FramebufferManagerBase.cpp
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GeometryShaderGen.cpp
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GeometryShaderManager.cpp
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HiresTextures.cpp
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HiresTextures_DDSLoader.cpp
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ImageWrite.cpp
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IndexGenerator.cpp
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LightingShaderGen.cpp
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MainBase.cpp
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OnScreenDisplay.cpp
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OpcodeDecoding.cpp
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PerfQueryBase.cpp
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PixelEngine.cpp
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PixelShaderGen.cpp
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PixelShaderManager.cpp
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PostProcessing.cpp
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RenderBase.cpp
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RenderState.cpp
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ShaderGenCommon.cpp
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Statistics.cpp
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UberShaderCommon.cpp
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UberShaderPixel.cpp
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UberShaderVertex.cpp
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TextureCacheBase.cpp
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TextureConfig.cpp
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TextureConversionShader.cpp
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TextureConverterShaderGen.cpp
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TextureDecoder_Common.cpp
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VertexLoader.cpp
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VertexLoaderBase.cpp
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VertexLoaderManager.cpp
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VertexLoader_Color.cpp
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VertexLoader_Normal.cpp
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VertexLoader_Position.cpp
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VertexLoader_TextCoord.cpp
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VertexManagerBase.cpp
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VertexShaderGen.cpp
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VertexShaderManager.cpp
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VideoBackendBase.cpp
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VideoConfig.cpp
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VideoState.cpp
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XFMemory.cpp
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XFStructs.cpp
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)
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set(LIBS
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core
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png
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)
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if(_M_X86)
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set(SRCS ${SRCS} TextureDecoder_x64.cpp VertexLoaderX64.cpp)
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elseif(_M_ARM_64)
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set(SRCS ${SRCS} VertexLoaderARM64.cpp TextureDecoder_Generic.cpp)
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else()
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set(SRCS ${SRCS} TextureDecoder_Generic.cpp)
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endif()
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add_dolphin_library(videocommon "${SRCS}" "${LIBS}")
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if(FFmpeg_FOUND)
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target_sources(videocommon PRIVATE AVIDump.cpp)
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target_link_libraries(videocommon PRIVATE
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FFmpeg::avcodec
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FFmpeg::avformat
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FFmpeg::avutil
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FFmpeg::swscale
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)
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endif()
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