[D3D12] Remove the HLSL shader translator

This commit is contained in:
Triang3l 2018-09-13 18:17:40 +03:00
parent eed673eef4
commit bd6b3c3e30
2 changed files with 0 additions and 1947 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. *
******************************************************************************
*/
#ifndef XENIA_GPU_HLSL_SHADER_TRANSLATOR_H_
#define XENIA_GPU_HLSL_SHADER_TRANSLATOR_H_
#include <vector>
#include "xenia/base/string_buffer.h"
#include "xenia/gpu/shader_translator.h"
namespace xe {
namespace gpu {
// For shader model 5_1 (Direct3D 12).
class HlslShaderTranslator : public ShaderTranslator {
public:
HlslShaderTranslator();
~HlslShaderTranslator() override;
struct SystemConstants {
// vec4 0
float mul_rcp_w[3];
uint32_t vertex_base_index;
// vec4 1
float ndc_scale[3];
uint32_t vertex_index_endian;
// vec4 2
float ndc_offset[3];
float pixel_half_pixel_offset;
// vec4 3
float point_size[2];
float ssaa_inv_scale[2];
// vec3 4
uint32_t pixel_pos_reg;
// 0 - disabled, 1 - passes if in range, -1 - fails if in range.
int32_t alpha_test;
// The range is floats as uints so it's easier to pass infinity.
uint32_t alpha_test_range[2];
// vec4 5
float color_exp_bias[4];
// vec4 6
uint32_t color_output_map[4];
};
struct TextureSRV {
uint32_t fetch_constant;
TextureDimension dimension;
};
const TextureSRV* GetTextureSRVs(uint32_t& count_out) const {
count_out = texture_srv_count_;
return texture_srvs_;
}
const uint32_t* GetSamplerFetchConstants(uint32_t& count_out) const {
count_out = sampler_count_;
return sampler_fetch_constants_;
}
protected:
void Reset() override;
void EmitTranslationError(const char* message) override;
void EmitUnimplementedTranslationError() override;
void StartTranslation() override;
std::vector<uint8_t> CompleteTranslation() override;
void ProcessLabel(uint32_t cf_index) override;
void ProcessControlFlowNopInstruction(uint32_t cf_index) override;
void ProcessExecInstructionBegin(const ParsedExecInstruction& instr) override;
void ProcessExecInstructionEnd(const ParsedExecInstruction& instr) override;
void ProcessLoopStartInstruction(
const ParsedLoopStartInstruction& instr) override;
void ProcessLoopEndInstruction(
const ParsedLoopEndInstruction& instr) override;
void ProcessCallInstruction(const ParsedCallInstruction& instr) override;
void ProcessReturnInstruction(const ParsedReturnInstruction& instr) override;
void ProcessJumpInstruction(const ParsedJumpInstruction& instr) override;
void ProcessAllocInstruction(const ParsedAllocInstruction& instr) override;
void ProcessVertexFetchInstruction(
const ParsedVertexFetchInstruction& instr) override;
void ProcessTextureFetchInstruction(
const ParsedTextureFetchInstruction& instr) override;
void ProcessAluInstruction(const ParsedAluInstruction& instr) override;
private:
void Indent();
void Unindent();
// Returns whether a new conditional was emitted.
bool BeginPredicatedInstruction(bool is_predicated, bool predicate_condition);
void EndPredicatedInstruction(bool conditional_emitted);
void EmitLoadOperand(size_t src_index, const InstructionOperand& op);
void EmitStoreResult(const InstructionResult& result, bool source_is_scalar);
StringBuffer source_inner_;
uint32_t depth_ = 0;
char depth_prefix_[32] = {0};
bool cf_exec_pred_ = false;
bool cf_exec_pred_cond_ = false;
bool writes_depth_ = false;
// Up to 32 2D array textures, 32 3D textures and 32 cube textures.
TextureSRV texture_srvs_[96];
uint32_t texture_srv_count_ = 0;
// Finds or adds a texture binding to the shader's SRV list, returns t# index.
uint32_t AddTextureSRV(uint32_t fetch_constant, TextureDimension dimension);
// Sampler index -> fetch constant index mapping.
// TODO(Triang3l): On binding tier 1 (Nvidia Fermi), there can't be more than
// 16 samplers in a shader. Hopefully no game uses so many.
uint32_t sampler_fetch_constants_[32];
uint32_t sampler_count_ = 0;
uint32_t AddSampler(uint32_t fetch_constant);
void ProcessVectorAluInstruction(const ParsedAluInstruction& instr);
void ProcessScalarAluInstruction(const ParsedAluInstruction& instr);
// Whether the cube instruction has been used and conversion functions need to
// be emitted.
bool cube_used_ = false;
};
} // namespace gpu
} // namespace xe
#endif // XENIA_GPU_HLSL_SHADER_TRANSLATOR_H_