Copying in generic shader code.
This commit is contained in:
parent
9233661c6f
commit
e8de42d9ea
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@ -16,6 +16,8 @@
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#include <xenia/gpu/gpu-private.h>
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#include <xenia/gpu/xenos.h>
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#include <third_party/xxhash/xxhash.h>
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#define XETRACECP(fmt, ...) \
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if (FLAGS_trace_ring_buffer) XELOGGPU(fmt, ##__VA_ARGS__)
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@ -41,7 +43,9 @@ CommandProcessor::CommandProcessor(GL4GraphicsSystem* graphics_system)
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write_ptr_index_event_(CreateEvent(NULL, FALSE, FALSE, NULL)),
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write_ptr_index_(0),
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bin_select_(0xFFFFFFFFull),
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bin_mask_(0xFFFFFFFFull) {
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bin_mask_(0xFFFFFFFFull),
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active_vertex_shader_(nullptr),
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active_pixel_shader_(nullptr) {
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LARGE_INTEGER perf_counter;
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QueryPerformanceCounter(&perf_counter);
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time_base_ = perf_counter.QuadPart;
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@ -76,6 +80,9 @@ void CommandProcessor::Shutdown() {
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worker_running_ = false;
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SetEvent(write_ptr_index_event_);
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worker_thread_.join();
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all_shaders_.clear();
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shader_cache_.clear();
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}
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void CommandProcessor::WorkerMain() {
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@ -918,10 +925,11 @@ bool CommandProcessor::ExecutePacketType3_IM_LOAD(RingbufferReader* reader,
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uint32_t addr = addr_type & ~0x3;
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uint32_t start_size = reader->Read();
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uint32_t start = start_size >> 16;
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uint32_t size = start_size & 0xFFFF; // dwords
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uint32_t size_dwords = start_size & 0xFFFF; // dwords
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assert_true(start == 0);
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/*driver_->LoadShader(shader_type,
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GpuToCpu(packet_ptr, addr), size * 4, start);*/
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LoadShader(shader_type,
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reinterpret_cast<uint32_t*>(membase_ + GpuToCpu(packet_ptr, addr)),
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size_dwords);
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return true;
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}
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@ -936,13 +944,12 @@ bool CommandProcessor::ExecutePacketType3_IM_LOAD_IMMEDIATE(
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auto shader_type = static_cast<ShaderType>(dword0);
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uint32_t start_size = dword1;
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uint32_t start = start_size >> 16;
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uint32_t size = start_size & 0xFFFF; // dwords
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uint32_t size_dwords = start_size & 0xFFFF; // dwords
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assert_true(start == 0);
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// TODO(benvanik): figure out if this could wrap.
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reader->CheckRead(size);
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/*driver_->LoadShader(shader_type, reader->ptr(), size * 4,
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start);*/
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reader->Advance(size);
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reader->CheckRead(size_dwords);
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LoadShader(shader_type, reinterpret_cast<uint32_t*>(membase_ + reader->ptr()),
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size_dwords);
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reader->Advance(size_dwords);
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return true;
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}
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@ -957,6 +964,46 @@ bool CommandProcessor::ExecutePacketType3_INVALIDATE_STATE(
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return true;
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}
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bool CommandProcessor::LoadShader(ShaderType shader_type,
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const uint32_t* address,
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uint32_t dword_count) {
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// Hash the input memory and lookup the shader.
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GL4Shader* shader_ptr = nullptr;
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uint64_t hash = XXH64(address, dword_count * sizeof(uint32_t), 0);
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auto it = shader_cache_.find(hash);
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if (it != shader_cache_.end()) {
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// Found in the cache.
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// TODO(benvanik): compare bytes? Likelyhood of collision is low.
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shader_ptr = it->second;
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} else {
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// Not found in cache.
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// No translation is performed here, as it depends on program_cntl.
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auto shader =
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std::make_unique<GL4Shader>(shader_type, hash, address, dword_count);
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shader_ptr = shader.get();
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shader_cache_.insert({hash, shader_ptr});
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all_shaders_.emplace_back(std::move(shader));
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XELOGGPU("Set %s shader at %0.8X (%db):\n%s",
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shader_type == ShaderType::kVertex ? "vertex" : "pixel",
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uint32_t(reinterpret_cast<uintptr_t>(address) -
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reinterpret_cast<uintptr_t>(membase_)),
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dword_count * 4, shader_ptr->ucode_disassembly().c_str());
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}
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switch (shader_type) {
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case ShaderType::kVertex:
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active_vertex_shader_ = shader_ptr;
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break;
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case ShaderType::kPixel:
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active_pixel_shader_ = shader_ptr;
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break;
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default:
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assert_unhandled_case(shader_type);
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return false;
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}
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return true;
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}
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} // namespace gl4
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} // namespace gpu
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} // namespace xe
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@ -13,7 +13,10 @@
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#include <atomic>
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#include <functional>
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#include <thread>
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#include <unordered_map>
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#include <vector>
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#include <xenia/gpu/gl4/gl4_shader.h>
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#include <xenia/gpu/register_file.h>
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#include <xenia/gpu/xenos.h>
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#include <xenia/memory.h>
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@ -107,6 +110,9 @@ class CommandProcessor {
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uint32_t packet_ptr, uint32_t packet,
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uint32_t count);
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bool LoadShader(ShaderType shader_type, const uint32_t* address,
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uint32_t dword_count);
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Memory* memory_;
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uint8_t* membase_;
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GL4GraphicsSystem* graphics_system_;
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@ -132,6 +138,11 @@ class CommandProcessor {
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uint64_t bin_select_;
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uint64_t bin_mask_;
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std::vector<std::unique_ptr<GL4Shader>> all_shaders_;
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std::unordered_map<uint64_t, GL4Shader*> shader_cache_;
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GL4Shader* active_vertex_shader_;
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GL4Shader* active_pixel_shader_;
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};
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} // namespace gl4
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@ -0,0 +1,22 @@
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/**
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******************************************************************************
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* Xenia : Xbox 360 Emulator Research Project *
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******************************************************************************
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* Copyright 2014 Ben Vanik. All rights reserved. *
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* Released under the BSD license - see LICENSE in the root for more details. *
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******************************************************************************
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*/
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#include <xenia/gpu/gl4/gl4_shader.h>
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#include <xenia/gpu/gpu-private.h>
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namespace xe {
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namespace gpu {
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namespace gl4 {
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bool GL4Shader::TranslateImpl() { return true; }
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} // namespace gl4
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} // namespace gpu
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} // namespace xe
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@ -0,0 +1,32 @@
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/**
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******************************************************************************
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* Xenia : Xbox 360 Emulator Research Project *
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******************************************************************************
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* Copyright 2014 Ben Vanik. All rights reserved. *
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* Released under the BSD license - see LICENSE in the root for more details. *
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******************************************************************************
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*/
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#ifndef XENIA_GPU_GL4_GL4_SHADER_H_
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#define XENIA_GPU_GL4_GL4_SHADER_H_
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#include <xenia/common.h>
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#include <xenia/gpu/shader.h>
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namespace xe {
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namespace gpu {
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namespace gl4 {
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class GL4Shader : public Shader {
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public:
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using Shader::Shader;
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protected:
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bool TranslateImpl() override;
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};
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} // namespace gl4
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} // namespace gpu
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} // namespace xe
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#endif // XENIA_GPU_GL4_GL4_SHADER_H_
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@ -8,6 +8,8 @@
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'gl4_gpu.h',
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'gl4_graphics_system.cc',
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'gl4_graphics_system.h',
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'gl4_shader.cc',
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'gl4_shader.h',
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'gl_context.cc',
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'gl_context.h',
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],
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@ -0,0 +1,256 @@
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/**
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******************************************************************************
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* Xenia : Xbox 360 Emulator Research Project *
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******************************************************************************
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* Copyright 2014 Ben Vanik. All rights reserved. *
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* Released under the BSD license - see LICENSE in the root for more details. *
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******************************************************************************
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*/
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#include <xenia/gpu/shader.h>
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#include <poly/math.h>
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#include <xenia/gpu/ucode_disassembler.h>
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namespace xe {
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namespace gpu {
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using namespace xe::gpu::ucode;
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Shader::Shader(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_type_(shader_type), data_hash_(data_hash), is_valid_(false) {
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data_.resize(dword_count);
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poly::copy_and_swap(data_.data(), dword_ptr, dword_count);
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// Disassemble ucode and stash.
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// TODO(benvanik): debug only.
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ucode_disassembly_ =
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DisassembleShader(shader_type_, data_.data(), data_.size());
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// Gather input/output registers/etc.
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GatherIO();
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}
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bool Shader::Translate() {
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assert_false(is_valid_);
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// TODO(benvanik): disk cache/etc - lookup hash and load if found.
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// TODO(benvanik): dump to disk.
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// Attempt implementation-specific translation.
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// This may take awhile, and probably will fail.
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// TODO(benvanik): parallelize? (allow two translations at once, etc).
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is_valid_ = TranslateImpl();
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return is_valid_;
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}
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void Shader::GatherIO() {
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// Process all execution blocks.
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instr_cf_t cfa;
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instr_cf_t cfb;
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for (size_t idx = 0; idx < data_.size(); idx += 3) {
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uint32_t dword_0 = data_[idx + 0];
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uint32_t dword_1 = data_[idx + 1];
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uint32_t dword_2 = data_[idx + 2];
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cfa.dword_0 = dword_0;
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cfa.dword_1 = dword_1 & 0xFFFF;
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cfb.dword_0 = (dword_1 >> 16) | (dword_2 << 16);
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cfb.dword_1 = dword_2 >> 16;
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if (cfa.opc == ALLOC) {
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GatherAlloc(&cfa.alloc);
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} else if (cfa.is_exec()) {
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GatherExec(&cfa.exec);
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}
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if (cfb.opc == ALLOC) {
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GatherAlloc(&cfb.alloc);
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} else if (cfb.is_exec()) {
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GatherExec(&cfb.exec);
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}
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if (cfa.opc == EXEC_END || cfb.opc == EXEC_END) {
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break;
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}
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}
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}
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void Shader::GatherAlloc(const instr_cf_alloc_t* cf) {
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allocs_.push_back(*cf);
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switch (cf->buffer_select) {
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case SQ_POSITION:
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// Position (SV_POSITION).
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alloc_counts_.positions += cf->size + 1;
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break;
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case SQ_PARAMETER_PIXEL:
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// Output to PS (if VS), or frag output (if PS).
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alloc_counts_.params += cf->size + 1;
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break;
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case SQ_MEMORY:
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// MEMEXPORT?
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alloc_counts_.memories += cf->size + 1;
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break;
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}
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}
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void Shader::GatherExec(const instr_cf_exec_t* cf) {
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execs_.push_back(*cf);
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uint32_t sequence = cf->serialize;
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for (uint32_t i = 0; i < cf->count; i++) {
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uint32_t alu_off = (cf->address + i);
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int sync = sequence & 0x2;
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if (sequence & 0x1) {
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auto fetch = reinterpret_cast<const instr_fetch_t*>(&data_[alu_off * 3]);
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switch (fetch->opc) {
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case VTX_FETCH:
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GatherVertexFetch(&fetch->vtx);
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break;
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case TEX_FETCH:
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GatherTextureFetch(&fetch->tex);
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break;
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case TEX_GET_BORDER_COLOR_FRAC:
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case TEX_GET_COMP_TEX_LOD:
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case TEX_GET_GRADIENTS:
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case TEX_GET_WEIGHTS:
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case TEX_SET_TEX_LOD:
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case TEX_SET_GRADIENTS_H:
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case TEX_SET_GRADIENTS_V:
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default:
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assert_always();
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break;
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}
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} else {
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// TODO(benvanik): gather registers used, predicate bits used, etc.
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auto alu = reinterpret_cast<const instr_alu_t*>(&data_[alu_off * 3]);
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if (alu->vector_write_mask) {
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if (alu->export_data && alu->vector_dest == 63) {
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alloc_counts_.point_size = true;
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}
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}
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if (alu->scalar_write_mask || !alu->vector_write_mask) {
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if (alu->export_data && alu->scalar_dest == 63) {
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alloc_counts_.point_size = true;
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}
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}
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}
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sequence >>= 2;
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}
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}
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void Shader::GatherVertexFetch(const instr_fetch_vtx_t* vtx) {
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assert_true(shader_type_ == ShaderType::kVertex);
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// dst_reg/dst_swiz
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// src_reg/src_swiz
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// format = a2xx_sq_surfaceformat
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// format_comp_all ? signed : unsigned
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// num_format_all ? normalized
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// stride
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// offset
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// const_index/const_index_sel -- fetch constant register
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// num_format_all ? integer : fraction
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// exp_adjust_all - [-32,31] - (2^exp_adjust_all)*fetch - 0 = default
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// Sometimes games have fetches that just produce constants. We can
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// ignore those.
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uint32_t dst_swiz = vtx->dst_swiz;
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bool fetches_any_data = false;
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for (int i = 0; i < 4; i++) {
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if ((dst_swiz & 0x7) == 4) {
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// 0.0
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} else if ((dst_swiz & 0x7) == 5) {
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// 1.0
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} else if ((dst_swiz & 0x7) == 6) {
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// ?
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} else if ((dst_swiz & 0x7) == 7) {
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// Previous register value.
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} else {
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fetches_any_data = true;
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break;
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}
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dst_swiz >>= 3;
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}
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if (!fetches_any_data) {
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return;
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}
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uint32_t fetch_slot = vtx->const_index * 3 + vtx->const_index_sel;
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auto& inputs = buffer_inputs_;
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BufferDescElement* el = nullptr;
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for (size_t n = 0; n < inputs.count; n++) {
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auto& desc = inputs.descs[n];
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if (desc.fetch_slot == fetch_slot) {
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assert_true(desc.element_count <= poly::countof(desc.elements));
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// It may not hold that all strides are equal, but I hope it does.
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assert_true(!vtx->stride || desc.stride_words == vtx->stride);
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el = &desc.elements[desc.element_count++];
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break;
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}
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}
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if (!el) {
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assert_not_zero(vtx->stride);
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assert_true(inputs.count + 1 < poly::countof(inputs.descs));
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auto& desc = inputs.descs[inputs.count++];
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desc.input_index = inputs.count - 1;
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desc.fetch_slot = fetch_slot;
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desc.stride_words = vtx->stride;
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el = &desc.elements[desc.element_count++];
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}
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el->vtx_fetch = *vtx;
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el->format = vtx->format;
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el->is_normalized = vtx->num_format_all == 0;
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el->is_signed = vtx->format_comp_all == 1;
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el->offset_words = vtx->offset;
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el->size_words = 0;
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switch (el->format) {
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case FMT_8_8_8_8:
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case FMT_2_10_10_10:
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case FMT_10_11_11:
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case FMT_11_11_10:
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el->size_words = 1;
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break;
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case FMT_16_16:
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case FMT_16_16_FLOAT:
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el->size_words = 1;
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break;
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case FMT_16_16_16_16:
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case FMT_16_16_16_16_FLOAT:
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el->size_words = 2;
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break;
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case FMT_32:
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case FMT_32_FLOAT:
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el->size_words = 1;
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break;
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case FMT_32_32:
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case FMT_32_32_FLOAT:
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el->size_words = 2;
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break;
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case FMT_32_32_32_FLOAT:
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el->size_words = 3;
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break;
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case FMT_32_32_32_32:
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case FMT_32_32_32_32_FLOAT:
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el->size_words = 4;
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break;
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default:
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XELOGE("Unknown vertex format: %d", el->format);
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assert_always();
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break;
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}
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}
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void Shader::GatherTextureFetch(const instr_fetch_tex_t* tex) {
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// TODO(benvanik): check dest_swiz to see if we are writing anything.
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assert_true(sampler_inputs_.count + 1 < poly::countof(sampler_inputs_.descs));
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auto& input = sampler_inputs_.descs[sampler_inputs_.count++];
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input.input_index = sampler_inputs_.count - 1;
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input.fetch_slot = tex->const_idx & 0xF; // ?
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input.tex_fetch = *tex;
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// Format mangling, size estimation, etc.
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||||
}
|
||||
|
||||
} // namespace gpu
|
||||
} // namespace xe
|
|
@ -0,0 +1,105 @@
|
|||
/**
|
||||
******************************************************************************
|
||||
* Xenia : Xbox 360 Emulator Research Project *
|
||||
******************************************************************************
|
||||
* Copyright 2014 Ben Vanik. All rights reserved. *
|
||||
* Released under the BSD license - see LICENSE in the root for more details. *
|
||||
******************************************************************************
|
||||
*/
|
||||
|
||||
#ifndef XENIA_GPU_SHADER_H_
|
||||
#define XENIA_GPU_SHADER_H_
|
||||
|
||||
#include <string>
|
||||
|
||||
#include <xenia/gpu/ucode.h>
|
||||
#include <xenia/gpu/xenos.h>
|
||||
|
||||
namespace xe {
|
||||
namespace gpu {
|
||||
|
||||
class Shader {
|
||||
public:
|
||||
Shader(ShaderType shader_type, uint64_t data_hash, const uint32_t* dword_ptr,
|
||||
uint32_t dword_count);
|
||||
|
||||
ShaderType type() const { return shader_type_; }
|
||||
bool is_valid() const { return is_valid_; }
|
||||
const std::string& ucode_disassembly() const { return ucode_disassembly_; }
|
||||
const std::string& translated_disassembly() const {
|
||||
return translated_disassembly_;
|
||||
}
|
||||
|
||||
bool Translate();
|
||||
|
||||
struct BufferDescElement {
|
||||
ucode::instr_fetch_vtx_t vtx_fetch;
|
||||
uint32_t format;
|
||||
uint32_t offset_words;
|
||||
uint32_t size_words;
|
||||
bool is_signed;
|
||||
bool is_normalized;
|
||||
};
|
||||
struct BufferDesc {
|
||||
uint32_t input_index;
|
||||
uint32_t fetch_slot;
|
||||
uint32_t stride_words;
|
||||
uint32_t element_count;
|
||||
BufferDescElement elements[16];
|
||||
};
|
||||
struct BufferInputs {
|
||||
uint32_t count;
|
||||
BufferDesc descs[32];
|
||||
};
|
||||
const BufferInputs& buffer_inputs() { return buffer_inputs_; }
|
||||
|
||||
struct SamplerDesc {
|
||||
uint32_t input_index;
|
||||
uint32_t fetch_slot;
|
||||
uint32_t format;
|
||||
ucode::instr_fetch_tex_t tex_fetch;
|
||||
};
|
||||
struct SamplerInputs {
|
||||
uint32_t count;
|
||||
SamplerDesc descs[32];
|
||||
};
|
||||
const SamplerInputs& sampler_inputs() { return sampler_inputs_; }
|
||||
|
||||
struct AllocCounts {
|
||||
uint32_t positions;
|
||||
uint32_t params;
|
||||
uint32_t memories;
|
||||
bool point_size;
|
||||
};
|
||||
const AllocCounts& alloc_counts() const { return alloc_counts_; }
|
||||
const std::vector<ucode::instr_cf_exec_t>& execs() const { return execs_; }
|
||||
const std::vector<ucode::instr_cf_alloc_t>& allocs() const { return allocs_; }
|
||||
|
||||
protected:
|
||||
virtual bool TranslateImpl() = 0;
|
||||
|
||||
void GatherIO();
|
||||
void GatherAlloc(const ucode::instr_cf_alloc_t* cf);
|
||||
void GatherExec(const ucode::instr_cf_exec_t* cf);
|
||||
void GatherVertexFetch(const ucode::instr_fetch_vtx_t* vtx);
|
||||
void GatherTextureFetch(const ucode::instr_fetch_tex_t* tex);
|
||||
|
||||
ShaderType shader_type_;
|
||||
uint64_t data_hash_;
|
||||
std::vector<uint32_t> data_;
|
||||
bool is_valid_;
|
||||
|
||||
std::string ucode_disassembly_;
|
||||
std::string translated_disassembly_;
|
||||
|
||||
AllocCounts alloc_counts_;
|
||||
std::vector<ucode::instr_cf_exec_t> execs_;
|
||||
std::vector<ucode::instr_cf_alloc_t> allocs_;
|
||||
BufferInputs buffer_inputs_;
|
||||
SamplerInputs sampler_inputs_;
|
||||
};
|
||||
|
||||
} // namespace gpu
|
||||
} // namespace xe
|
||||
|
||||
#endif // XENIA_GPU_SHADER_H_
|
|
@ -9,6 +9,8 @@
|
|||
'register_file.cc',
|
||||
'register_file.h',
|
||||
'register_table.inc',
|
||||
'shader.cc',
|
||||
'shader.h',
|
||||
'ucode.h',
|
||||
'ucode_disassembler.cc',
|
||||
'ucode_disassembler.h',
|
||||
|
|
|
@ -18,7 +18,7 @@
|
|||
namespace xe {
|
||||
namespace gpu {
|
||||
|
||||
std::string DisassembleShader(xenos::ShaderType type, const uint32_t* dwords,
|
||||
std::string DisassembleShader(ShaderType type, const uint32_t* dwords,
|
||||
size_t dword_count);
|
||||
|
||||
} // namespace gpu
|
||||
|
|
|
@ -15,20 +15,12 @@
|
|||
|
||||
namespace xe {
|
||||
namespace gpu {
|
||||
namespace xenos {
|
||||
|
||||
enum class ShaderType : uint32_t {
|
||||
kVertex = 0,
|
||||
kPixel = 1,
|
||||
};
|
||||
|
||||
typedef enum {
|
||||
XE_GPU_INVALIDATE_MASK_VERTEX_SHADER = 1 << 8,
|
||||
XE_GPU_INVALIDATE_MASK_PIXEL_SHADER = 1 << 9,
|
||||
|
||||
XE_GPU_INVALIDATE_MASK_ALL = 0x7FFF,
|
||||
} XE_GPU_INVALIDATE_MASK;
|
||||
|
||||
enum class PrimitiveType : uint32_t {
|
||||
kNone = 0x00,
|
||||
kPointList = 0x01,
|
||||
|
@ -43,6 +35,15 @@ enum class PrimitiveType : uint32_t {
|
|||
kQuadList = 0x0D,
|
||||
};
|
||||
|
||||
namespace xenos {
|
||||
|
||||
typedef enum {
|
||||
XE_GPU_INVALIDATE_MASK_VERTEX_SHADER = 1 << 8,
|
||||
XE_GPU_INVALIDATE_MASK_PIXEL_SHADER = 1 << 9,
|
||||
|
||||
XE_GPU_INVALIDATE_MASK_ALL = 0x7FFF,
|
||||
} XE_GPU_INVALIDATE_MASK;
|
||||
|
||||
enum class Endian : uint32_t {
|
||||
kUnspecified = 0,
|
||||
k8in16 = 1,
|
||||
|
@ -51,7 +52,8 @@ enum class Endian : uint32_t {
|
|||
};
|
||||
|
||||
#define XE_GPU_MAKE_SWIZZLE(x, y, z, w) \
|
||||
(((XE_GPU_SWIZZLE_##x) << 0) | ((XE_GPU_SWIZZLE_##y) << 3) | ((XE_GPU_SWIZZLE_##z) << 6) | ((XE_GPU_SWIZZLE_##w) << 9))
|
||||
(((XE_GPU_SWIZZLE_##x) << 0) | ((XE_GPU_SWIZZLE_##y) << 3) | \
|
||||
((XE_GPU_SWIZZLE_##z) << 6) | ((XE_GPU_SWIZZLE_##w) << 9))
|
||||
typedef enum {
|
||||
XE_GPU_SWIZZLE_X = 0,
|
||||
XE_GPU_SWIZZLE_R = 0,
|
||||
|
|
Loading…
Reference in New Issue