Hiding some D3D11 log spew.
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@ -20,6 +20,9 @@ using namespace xe::gpu::d3d11;
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using namespace xe::gpu::xenos;
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#define XETRACED3D(fmt, ...) if (FLAGS_trace_ring_buffer) XELOGGPU(fmt, ##__VA_ARGS__)
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D3D11GraphicsDriver::D3D11GraphicsDriver(
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Memory* memory, IDXGISwapChain* swap_chain, ID3D11Device* device) :
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GraphicsDriver(memory) {
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@ -145,13 +148,13 @@ void D3D11GraphicsDriver::Initialize() {
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void D3D11GraphicsDriver::InvalidateState(
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uint32_t mask) {
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if (mask == XE_GPU_INVALIDATE_MASK_ALL) {
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XELOGGPU("D3D11: (invalidate all)");
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XETRACED3D("D3D11: (invalidate all)");
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}
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if (mask & XE_GPU_INVALIDATE_MASK_VERTEX_SHADER) {
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XELOGGPU("D3D11: invalidate vertex shader");
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XETRACED3D("D3D11: invalidate vertex shader");
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}
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if (mask & XE_GPU_INVALIDATE_MASK_PIXEL_SHADER) {
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XELOGGPU("D3D11: invalidate pixel shader");
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XETRACED3D("D3D11: invalidate pixel shader");
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}
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}
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@ -165,13 +168,15 @@ void D3D11GraphicsDriver::SetShader(
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Shader* shader = shader_cache_->FindOrCreate(
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type, p, length);
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// Disassemble.
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const char* source = shader->disasm_src();
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if (!source) {
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source = "<failed to disassemble>";
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if (!shader->is_prepared()) {
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// Disassemble.
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const char* source = shader->disasm_src();
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if (!source) {
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source = "<failed to disassemble>";
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}
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XETRACED3D("D3D11: set shader %d at %0.8X (%db):\n%s",
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type, address, length, source);
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}
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XELOGGPU("D3D11: set shader %d at %0.8X (%db):\n%s",
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type, address, length, source);
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// Stash for later.
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switch (type) {
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@ -293,8 +298,8 @@ void D3D11GraphicsDriver::DrawIndexBuffer(
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uint32_t index_base, uint32_t index_size, uint32_t endianness) {
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RegisterFile& rf = register_file_;
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XELOGGPU("D3D11: draw indexed %d (%d indicies) from %.8X",
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prim_type, index_count, index_base);
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XETRACED3D("D3D11: draw indexed %d (%d indicies) from %.8X",
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prim_type, index_count, index_base);
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// Setup shaders/etc.
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if (SetupDraw(prim_type)) {
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@ -318,8 +323,8 @@ void D3D11GraphicsDriver::DrawIndexAuto(
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uint32_t index_count) {
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RegisterFile& rf = register_file_;
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XELOGGPU("D3D11: draw indexed %d (%d indicies)",
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prim_type, index_count);
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XETRACED3D("D3D11: draw indexed %d (%d indicies)",
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prim_type, index_count);
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// Setup shaders/etc.
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if (SetupDraw(prim_type)) {
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