Shaders: Track the register count from the program control register (if available)
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@ -558,6 +558,9 @@ class Shader {
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// True if the shader was translated and prepared without error.
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bool is_valid() const { return is_valid_; }
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// True if the shader has already been translated.
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bool is_translated() const { return is_translated_; }
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// Errors that occurred during translation.
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const std::vector<Error>& errors() const { return errors_; }
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@ -602,6 +605,7 @@ class Shader {
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bool writes_color_targets_[4] = {false, false, false, false};
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bool is_valid_ = false;
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bool is_translated_ = false;
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std::vector<Error> errors_;
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std::string ucode_disassembly_;
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@ -51,6 +51,7 @@ void ShaderTranslator::Reset() {
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ucode_disasm_buffer_.Reset();
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ucode_disasm_line_number_ = 0;
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previous_ucode_disasm_scan_offset_ = 0;
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register_count_ = 64;
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total_attrib_count_ = 0;
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vertex_bindings_.clear();
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texture_bindings_.clear();
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@ -95,9 +96,21 @@ bool ShaderTranslator::GatherAllBindingInformation(Shader* shader) {
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return true;
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}
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bool ShaderTranslator::Translate(Shader* shader,
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xenos::xe_gpu_program_cntl_t cntl) {
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Reset();
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register_count_ = shader->type() == ShaderType::kVertex ? cntl.vs_regs + 1
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: cntl.ps_regs + 1;
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return TranslateInternal(shader);
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}
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bool ShaderTranslator::Translate(Shader* shader) {
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Reset();
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return TranslateInternal(shader);
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}
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bool ShaderTranslator::TranslateInternal(Shader* shader) {
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shader_type_ = shader->type();
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ucode_dwords_ = shader->ucode_dwords();
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ucode_dword_count_ = shader->ucode_dword_count();
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@ -155,6 +168,7 @@ bool ShaderTranslator::Translate(Shader* shader) {
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}
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shader->is_valid_ = true;
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shader->is_translated_ = true;
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for (const auto& error : shader->errors_) {
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if (error.is_fatal) {
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shader->is_valid_ = false;
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@ -30,6 +30,7 @@ class ShaderTranslator {
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// DEPRECATED(benvanik): remove this when shader cache is removed.
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bool GatherAllBindingInformation(Shader* shader);
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bool Translate(Shader* shader, xenos::xe_gpu_program_cntl_t cntl);
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bool Translate(Shader* shader);
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protected:
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@ -38,6 +39,8 @@ class ShaderTranslator {
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// Resets translator state before beginning translation.
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virtual void Reset();
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// Register count.
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uint32_t register_count() const { return register_count_; }
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// True if the current shader is a vertex shader.
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bool is_vertex_shader() const { return shader_type_ == ShaderType::kVertex; }
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// True if the current shader is a pixel shader.
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@ -132,6 +135,8 @@ class ShaderTranslator {
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int src_swizzle_component_count;
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};
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bool TranslateInternal(Shader* shader);
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void MarkUcodeInstruction(uint32_t dword_offset);
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void AppendUcodeDisasm(char c);
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void AppendUcodeDisasm(const char* value);
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@ -184,6 +189,8 @@ class ShaderTranslator {
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ShaderType shader_type_;
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const uint32_t* ucode_dwords_;
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size_t ucode_dword_count_;
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xenos::xe_gpu_program_cntl_t program_cntl_;
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uint32_t register_count_;
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// Accumulated translation errors.
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std::vector<Shader::Error> errors_;
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