[D3D12] Begin writing the DXBC translator

This commit is contained in:
Triang3l 2018-08-27 15:58:58 +03:00
parent 8ced574c6f
commit 945ced4996
2 changed files with 97 additions and 0 deletions

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/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2018 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#include "xenia/gpu/dxbc_shader_translator.h"
#include <cstring>
#include "third_party/dxbc/DXBCChecksum.h"
#include "third_party/dxbc/d3d12TokenizedProgramFormat.hpp"
namespace xe {
namespace gpu {
using namespace ucode;
DxbcShaderTranslator::DxbcShaderTranslator() {}
DxbcShaderTranslator::~DxbcShaderTranslator() = default;
void DxbcShaderTranslator::Reset() {
ShaderTranslator::Reset();
shader_code_.clear();
}
std::vector<uint8_t> DxbcShaderTranslator::CompleteTranslation() {
shader_object_.clear();
// Shader object header.
shader_object_.push_back('CBXD');
// Reserve space for the checksum.
for (uint32_t i = 0; i < 4; ++i) {
shader_object_.push_back(0);
}
shader_object_.push_back(1);
// Reserve space for the size.
shader_object_.push_back(0);
// 5 chunks - RDEF, ISGN, OSGN, SHEX, STAT.
shader_object_.push_back(5);
// Copy bytes out.
// TODO(Triang3l): avoid copy?
std::vector<uint8_t> shader_object_bytes;
shader_object_bytes.resize(shader_object_.size() * sizeof(uint32_t));
std::memcpy(shader_object_bytes.data(), shader_object_.data(),
shader_object_bytes.size());
return shader_object_bytes;
}
} // namespace gpu
} // namespace xe

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/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2018 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#ifndef XENIA_GPU_DXBC_SHADER_TRANSLATOR_H_
#define XENIA_GPU_DXBC_SHADER_TRANSLATOR_H_
#include <vector>
#include "xenia/gpu/shader_translator.h"
namespace xe {
namespace gpu {
// Generates shader model 5_1 byte code (for Direct3D 12).
class DxbcShaderTranslator : public ShaderTranslator {
public:
DxbcShaderTranslator();
~DxbcShaderTranslator() override;
protected:
void Reset() override;
std::vector<uint8_t> CompleteTranslation() override;
private:
// Executable instructions - generated during translation.
std::vector<uint32_t> shader_code_;
// Complete shader object, with all the needed chunks and dcl_ instructions -
// generated in the end of translation.
std::vector<uint32_t> shader_object_;
};
} // namespace gpu
} // namespace xe
#endif // XENIA_GPU_DXBC_SHADER_TRANSLATOR_H_