[GPU] shader-compiler: Accept little-endian ucode
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@ -22,9 +22,12 @@ namespace xe {
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namespace gpu {
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namespace d3d12 {
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D3D12Shader::D3D12Shader(xenos::ShaderType shader_type, uint64_t data_hash,
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const uint32_t* dword_ptr, uint32_t dword_count)
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: DxbcShader(shader_type, data_hash, dword_ptr, dword_count) {}
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D3D12Shader::D3D12Shader(xenos::ShaderType shader_type,
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uint64_t ucode_data_hash, const uint32_t* ucode_dwords,
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size_t ucode_dword_count,
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std::endian ucode_source_endian)
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: DxbcShader(shader_type, ucode_data_hash, ucode_dwords, ucode_dword_count,
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ucode_source_endian) {}
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void D3D12Shader::D3D12Translation::DisassembleDxbcAndDxil(
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const ui::d3d12::D3D12Provider& provider, bool disassemble_dxbc,
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@ -33,8 +33,9 @@ class D3D12Shader : public DxbcShader {
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IDxcCompiler* dxc_compiler = nullptr);
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};
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D3D12Shader(xenos::ShaderType shader_type, uint64_t data_hash,
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const uint32_t* dword_ptr, uint32_t dword_count);
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D3D12Shader(xenos::ShaderType shader_type, uint64_t ucode_data_hash,
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const uint32_t* ucode_dwords, size_t ucode_dword_count,
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std::endian ucode_source_endian = std::endian::big);
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// For owning subsystem like the pipeline cache, accessors for unique
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// identifiers (used instead of hashes to make sure collisions can't happen)
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@ -14,9 +14,11 @@
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namespace xe {
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namespace gpu {
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DxbcShader::DxbcShader(xenos::ShaderType shader_type, uint64_t data_hash,
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const uint32_t* dword_ptr, uint32_t dword_count)
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: Shader(shader_type, data_hash, dword_ptr, dword_count) {}
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DxbcShader::DxbcShader(xenos::ShaderType shader_type, uint64_t ucode_data_hash,
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const uint32_t* ucode_dwords, size_t ucode_dword_count,
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std::endian ucode_source_endian)
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: Shader(shader_type, ucode_data_hash, ucode_dwords, ucode_dword_count,
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ucode_source_endian) {}
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Shader::Translation* DxbcShader::CreateTranslationInstance(
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uint64_t modification) {
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@ -28,8 +28,9 @@ class DxbcShader : public Shader {
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: Translation(shader, modification) {}
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};
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DxbcShader(xenos::ShaderType shader_type, uint64_t data_hash,
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const uint32_t* dword_ptr, uint32_t dword_count);
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DxbcShader(xenos::ShaderType shader_type, uint64_t ucode_data_hash,
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const uint32_t* ucode_dwords, size_t ucode_dword_count,
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std::endian ucode_source_endian = std::endian::big);
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// Resource bindings are gathered after the successful translation of any
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// modification for simplicity of translation (and they don't depend on
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@ -25,11 +25,17 @@ namespace gpu {
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using namespace ucode;
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Shader::Shader(xenos::ShaderType shader_type, uint64_t ucode_data_hash,
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const uint32_t* ucode_dwords, size_t ucode_dword_count)
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const uint32_t* ucode_dwords, size_t ucode_dword_count,
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std::endian ucode_source_endian)
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: shader_type_(shader_type), ucode_data_hash_(ucode_data_hash) {
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// We keep ucode data in host native format so it's easier to work with.
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ucode_data_.resize(ucode_dword_count);
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if (std::endian::native != ucode_source_endian) {
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xe::copy_and_swap(ucode_data_.data(), ucode_dwords, ucode_dword_count);
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} else {
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std::memcpy(ucode_data_.data(), ucode_dwords,
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sizeof(uint32_t) * ucode_dword_count);
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}
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}
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Shader::~Shader() {
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@ -19,6 +19,7 @@
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#include <utility>
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#include <vector>
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#include "xenia/base/byte_order.h"
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#include "xenia/base/math.h"
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#include "xenia/base/string_buffer.h"
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#include "xenia/gpu/ucode.h"
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@ -810,8 +811,11 @@ class Shader {
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std::string host_disassembly_;
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};
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// ucode_source_endian specifies the endianness of the ucode_dwords argument -
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// inside the Shader, the ucode will be stored with the native byte order.
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Shader(xenos::ShaderType shader_type, uint64_t ucode_data_hash,
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const uint32_t* ucode_dwords, size_t ucode_dword_count);
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const uint32_t* ucode_dwords, size_t ucode_dword_count,
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std::endian ucode_source_endian = std::endian::big);
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virtual ~Shader();
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// Whether the shader is identified as a vertex or pixel shader.
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@ -33,6 +33,11 @@ DEFINE_path(shader_input, "", "Input shader binary file path.", "GPU");
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DEFINE_string(shader_input_type, "",
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"'vs', 'ps', or unspecified to infer from the given filename.",
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"GPU");
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DEFINE_bool(
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shader_input_little_endian, false,
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"Whether the input shader binary is little-endian (from an Arm device with "
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"the Qualcomm Adreno 200, for instance).",
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"GPU");
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DEFINE_path(shader_output, "", "Output shader file path.", "GPU");
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DEFINE_string(shader_output_type, "ucode",
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"Translator to use: [ucode, spirv, spirvtext, dxbc, dxbctext].",
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@ -104,7 +109,9 @@ int shader_compiler_main(const std::vector<std::string>& args) {
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// TODO(benvanik): hash? need to return the data to big-endian format first.
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uint64_t ucode_data_hash = 0;
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auto shader = std::make_unique<Shader>(
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shader_type, ucode_data_hash, ucode_dwords.data(), ucode_dwords.size());
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shader_type, ucode_data_hash, ucode_dwords.data(), ucode_dwords.size(),
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cvars::shader_input_little_endian ? std::endian::little
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: std::endian::big);
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StringBuffer ucode_disasm_buffer;
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shader->AnalyzeUcode(ucode_disasm_buffer);
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@ -22,9 +22,13 @@ namespace vulkan {
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using xe::ui::vulkan::util::CheckResult;
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VulkanShader::VulkanShader(const ui::vulkan::VulkanProvider& provider,
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xenos::ShaderType shader_type, uint64_t data_hash,
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const uint32_t* dword_ptr, uint32_t dword_count)
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: Shader(shader_type, data_hash, dword_ptr, dword_count),
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xenos::ShaderType shader_type,
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uint64_t ucode_data_hash,
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const uint32_t* ucode_dwords,
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size_t ucode_dword_count,
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std::endian ucode_source_endian)
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: Shader(shader_type, ucode_data_hash, ucode_dwords, ucode_dword_count,
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ucode_source_endian),
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provider_(provider) {}
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VulkanShader::VulkanTranslation::~VulkanTranslation() {
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@ -37,8 +37,9 @@ class VulkanShader : public Shader {
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};
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VulkanShader(const ui::vulkan::VulkanProvider& provider,
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xenos::ShaderType shader_type, uint64_t data_hash,
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const uint32_t* dword_ptr, uint32_t dword_count);
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xenos::ShaderType shader_type, uint64_t ucode_data_hash,
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const uint32_t* ucode_dwords, size_t ucode_dword_count,
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std::endian ucode_source_endian = std::endian::big);
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protected:
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Translation* CreateTranslationInstance(uint64_t modification) override;
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