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