Basic shader cache.

This commit is contained in:
Ben Vanik
2013-10-11 21:45:20 -07:00
parent 6e4fb87992
commit 1378fad3c0
20 changed files with 981 additions and 40 deletions

View File

@@ -10,7 +10,7 @@
#include <xenia/gpu/d3d11/d3d11_graphics_driver.h>
#include <xenia/gpu/gpu-private.h>
#include <xenia/gpu/xenos/ucode_disassembler.h>
#include <xenia/gpu/d3d11/d3d11_shader_cache.h>
using namespace xe;
@@ -24,9 +24,12 @@ D3D11GraphicsDriver::D3D11GraphicsDriver(
GraphicsDriver(memory) {
device_ = device;
device_->AddRef();
shader_cache_ = new D3D11ShaderCache(device_);
}
D3D11GraphicsDriver::~D3D11GraphicsDriver() {
delete shader_cache_;
device_->Release();
}
@@ -51,29 +54,20 @@ void D3D11GraphicsDriver::SetShader(
uint32_t address,
uint32_t start,
uint32_t length) {
// Swap shader words.
uint32_t dword_count = length / 4;
XEASSERT(dword_count <= 512);
if (dword_count > 512) {
XELOGGPU("D3D11: ignoring shader %d at %0.8X (%db): too long",
type, address, length);
return;
}
// Find or create shader in the cache.
uint8_t* p = xe_memory_addr(memory_, address);
uint32_t dwords[512] = {0};
for (uint32_t n = 0; n < dword_count; n++) {
dwords[n] = XEGETUINT32BE(p + n * 4);
}
Shader* shader = shader_cache_->FindOrCreate(
type, p, length);
// Disassemble.
const char* source = DisassembleShader(type, dwords, dword_count);
char* source = shader->Disassemble();
if (!source) {
source = "<failed to disassemble>";
}
XELOGGPU("D3D11: set shader %d at %0.8X (%db):\n%s",
type, address, length, source);
if (source) {
xe_free((void*)source);
xe_free(source);
}
}

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@@ -23,6 +23,8 @@ namespace xe {
namespace gpu {
namespace d3d11 {
class D3D11ShaderCache;
class D3D11GraphicsDriver : public GraphicsDriver {
public:
@@ -43,7 +45,9 @@ public:
uint32_t index_count);
private:
ID3D11Device* device_;
ID3D11Device* device_;
D3D11ShaderCache* shader_cache_;
};

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@@ -13,9 +13,16 @@
using namespace xe;
using namespace xe::gpu;
using namespace xe::gpu::d3d11;
using namespace xe::gpu::xenos;
D3D11Shader::D3D11Shader() {
D3D11Shader::D3D11Shader(
ID3D11Device* device,
XE_GPU_SHADER_TYPE type,
const uint8_t* src_ptr, size_t length,
uint64_t hash) :
Shader(type, src_ptr, length, hash) {
// TODO(benvanik): create shader/translate/etc.
}
D3D11Shader::~D3D11Shader() {

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@@ -14,6 +14,8 @@
#include <xenia/gpu/shader.h>
#include <d3d11.h>
namespace xe {
namespace gpu {
@@ -22,7 +24,11 @@ namespace d3d11 {
class D3D11Shader : public Shader {
public:
D3D11Shader();
D3D11Shader(
ID3D11Device* device,
xenos::XE_GPU_SHADER_TYPE type,
const uint8_t* src_ptr, size_t length,
uint64_t hash);
virtual ~D3D11Shader();
};

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@@ -9,14 +9,30 @@
#include <xenia/gpu/d3d11/d3d11_shader_cache.h>
#include <xenia/gpu/d3d11/d3d11_shader.h>
using namespace xe;
using namespace xe::gpu;
using namespace xe::gpu::d3d11;
D3D11ShaderCache::D3D11ShaderCache() {
D3D11ShaderCache::D3D11ShaderCache(ID3D11Device* device) {
device_ = device;
device_->AddRef();
}
D3D11ShaderCache::~D3D11ShaderCache() {
device_->Release();
}
Shader* D3D11ShaderCache::CreateCore(
xenos::XE_GPU_SHADER_TYPE type,
const uint8_t* src_ptr, size_t length,
uint32_t hash) {
return new D3D11Shader(
device_,
type,
src_ptr, length,
hash);
}

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@@ -14,6 +14,8 @@
#include <xenia/gpu/shader_cache.h>
#include <D3D11.h>
namespace xe {
namespace gpu {
@@ -22,8 +24,17 @@ namespace d3d11 {
class D3D11ShaderCache : public ShaderCache {
public:
D3D11ShaderCache();
D3D11ShaderCache(ID3D11Device* device);
virtual ~D3D11ShaderCache();
protected:
virtual Shader* CreateCore(
xenos::XE_GPU_SHADER_TYPE type,
const uint8_t* src_ptr, size_t length,
uint32_t hash);
protected:
ID3D11Device* device_;
};