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DO NOT COMMIT in current state read msg #462
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… and compiled headers
…haders-vortex-wave Add Vortex and Wave Shader Pairs for Virtual Display Driver (HDR)
dang wrong path
feat(shader): add vortex_shader and wave_shader under Common/Include/Shaders
from another agent
there might be stuff here from that is better
…ation This change introduces pre-activation scaffolds for iGPU/shader integration to enable blind review before activation. It adds iGPU detection hooks and related state, shader support placeholders, and a ShaderRendererEnabled flag. All new iGPU/shader code is prefixed with // #--- to allow mass-activation later.
feat(igpu-shaders): prepare blind-review diffs for shader/iGPU integration
Delete testcode folder from repository root
…k current-only code
…rent-only Align current files with orgfolder baseline and remark current-only code
… old shader directory Move CRT_shader.h to the shared include location to align with other shader headers. - Relocate CRT_shader.h to /Common/Include/Shaders/CRT_shader.h - Delete all contents of the old Virtual Display Driver (HDR)/Common/Shaders and remove the now-empty directories - Remove the obsolete Virtual Display Driver (HDR)/Common directory - Update internal build references to use the new header path BREAKING CHANGE: Removed the old include path under /Virtual Display Driver (HDR)/Common and its Shaders directory; update includes to /Common/Include/Shaders/CRT_shader.h where appropriate.
…-include-shaders-cleanup-virtual-display-driver-common-shader Move CRT_shader.h to Common/Include/Shaders and remove legacy shader directory
This cleanup removes deprecated directories to simplify the repository structure. - Remove the orgfolder directory and all its contents - Remove the scripts directory and all its contents - No code changes or user-facing behavior; no migrations required
Remove deprecated orgfolder and scripts directories
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Don't merge this PR yet!! |
…ex for cross-GPU shader rendering Add DXGI shared texture support and keyed mutex synchronization to enable shader-based rendering across dGPU and iGPU. Shader bytecode can be loaded at runtime via a controller pipe and toggled on/off via pipe commands. Routing of shader execution is controlled by igpu-shader XML setting, allowing iGPU to render on the shared texture when enabled. ### Summary Introduce DXGI shared texture resources and mutex-based synchronization to perform GPU shader rendering on a shared target without RAM copies. Shader bytecode can be uploaded through a pipe channel and executed in a GPU-resident path. ### Details - Add shared texture, keyed mutex, SRV/RTV and shader state to Direct3DDevice - Implement pipe commands: loadshader, shader_enable, shader_disable; store shader bytecode in driver memory - Read igpu-shader from vdd_settings.xml and route shader path to iGPU or dGPU - Integrate shader execution into SwapChainProcessor using keyed mutex coordination - Ensure textures are created with D3D11_RESOURCE_MISC_SHARED | D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX - No host RAM copies; all shader operations stay on GPU; minimal impact on existing DXGI flow
feat(dxgi-shared-shader): integrate DXGI shared texture and keyed mutex for cross-GPU shader rendering
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Remarked "Shader logic" and example files, AI-help
Here is the code, including using iGPU for shader calcs. I also included 3 shaders, one simple vortex, one framebuffer timed pixel shader and a advanced combine shader. I have not tested it yet, have a bunch of feature still missing or that i want to implement. But due to lack of sleep I've chose to share the foundation, since I'm now don't remember if the code for drawing the shader was added or not. More eyes on it would be good.
Files that are in focus,
All other "bits in the PR" is temporary files and agent bloat.
Every added bit of logic and comments are commented this way: // #--- followed by logic or "// #--- // " if it was an remark. So in order to test the code with a compile you only remove "// #--- " from all lines that has that in the beginning. That's the three files mentioned above.