Initial refactoring of gpu/.
Runs too fast - now there are ringbuffer wrapping issues.
This commit is contained in:
@@ -1,266 +0,0 @@
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/**
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******************************************************************************
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* Xenia : Xbox 360 Emulator Research Project *
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******************************************************************************
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* Copyright 2013 Ben Vanik. All rights reserved. *
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* Released under the BSD license - see LICENSE in the root for more details. *
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******************************************************************************
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*/
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#include <xenia/gpu/shader.h>
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#include <xenia/gpu/xenos/ucode_disassembler.h>
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using namespace xe;
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using namespace xe::gpu;
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using namespace xe::gpu::xenos;
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Shader::Shader(
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XE_GPU_SHADER_TYPE type,
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const uint8_t* src_ptr, size_t length,
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uint64_t hash) :
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type_(type), hash_(hash), is_prepared_(false), disasm_src_(NULL) {
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xe_zero_struct(&alloc_counts_, sizeof(alloc_counts_));
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xe_zero_struct(&vtx_buffer_inputs_, sizeof(vtx_buffer_inputs_));
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xe_zero_struct(&tex_buffer_inputs_, sizeof(tex_buffer_inputs_));
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// Verify.
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dword_count_ = length / 4;
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XEASSERT(dword_count_ <= 512);
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// Copy bytes and swap.
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size_t byte_size = dword_count_ * sizeof(uint32_t);
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dwords_ = (uint32_t*)xe_malloc(byte_size);
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for (uint32_t n = 0; n < dword_count_; n++) {
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dwords_[n] = XEGETUINT32BE(src_ptr + n * 4);
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}
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// Gather input/output registers/etc.
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GatherIO();
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// Disassemble, for debugging.
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disasm_src_ = DisassembleShader(type_, dwords_, dword_count_);
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}
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Shader::~Shader() {
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if (disasm_src_) {
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xe_free(disasm_src_);
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}
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xe_free(dwords_);
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}
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void Shader::GatherIO() {
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// Process all execution blocks.
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instr_cf_t cfa;
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instr_cf_t cfb;
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for (int idx = 0; idx < dword_count_; idx += 3) {
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uint32_t dword_0 = dwords_[idx + 0];
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uint32_t dword_1 = dwords_[idx + 1];
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uint32_t dword_2 = dwords_[idx + 2];
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cfa.dword_0 = dword_0;
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cfa.dword_1 = dword_1 & 0xFFFF;
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cfb.dword_0 = (dword_1 >> 16) | (dword_2 << 16);
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cfb.dword_1 = dword_2 >> 16;
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if (cfa.opc == ALLOC) {
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GatherAlloc(&cfa.alloc);
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} else if (cfa.is_exec()) {
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GatherExec(&cfa.exec);
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}
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if (cfb.opc == ALLOC) {
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GatherAlloc(&cfb.alloc);
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} else if (cfb.is_exec()) {
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GatherExec(&cfb.exec);
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}
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if (cfa.opc == EXEC_END || cfb.opc == EXEC_END) {
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break;
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}
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}
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}
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void Shader::GatherAlloc(const instr_cf_alloc_t* cf) {
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allocs_.push_back(*cf);
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switch (cf->buffer_select) {
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case SQ_POSITION:
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// Position (SV_POSITION).
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alloc_counts_.positions += cf->size + 1;
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break;
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case SQ_PARAMETER_PIXEL:
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// Output to PS (if VS), or frag output (if PS).
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alloc_counts_.params += cf->size + 1;
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break;
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case SQ_MEMORY:
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// MEMEXPORT?
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alloc_counts_.memories += cf->size + 1;
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break;
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}
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}
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void Shader::GatherExec(const instr_cf_exec_t* cf) {
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execs_.push_back(*cf);
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uint32_t sequence = cf->serialize;
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for (uint32_t i = 0; i < cf->count; i++) {
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uint32_t alu_off = (cf->address + i);
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int sync = sequence & 0x2;
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if (sequence & 0x1) {
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const instr_fetch_t* fetch =
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(const instr_fetch_t*)(dwords_ + alu_off * 3);
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switch (fetch->opc) {
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case VTX_FETCH:
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GatherVertexFetch(&fetch->vtx);
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break;
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case TEX_FETCH:
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GatherTextureFetch(&fetch->tex);
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break;
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case TEX_GET_BORDER_COLOR_FRAC:
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case TEX_GET_COMP_TEX_LOD:
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case TEX_GET_GRADIENTS:
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case TEX_GET_WEIGHTS:
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case TEX_SET_TEX_LOD:
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case TEX_SET_GRADIENTS_H:
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case TEX_SET_GRADIENTS_V:
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default:
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XEASSERTALWAYS();
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break;
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}
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} else {
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// TODO(benvanik): gather registers used, predicate bits used, etc.
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const instr_alu_t* alu =
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(const instr_alu_t*)(dwords_ + alu_off * 3);
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if (alu->vector_write_mask) {
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if (alu->export_data && alu->vector_dest == 63) {
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alloc_counts_.point_size = true;
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}
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}
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if (alu->scalar_write_mask || !alu->vector_write_mask) {
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if (alu->export_data && alu->scalar_dest == 63) {
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alloc_counts_.point_size = true;
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}
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}
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}
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sequence >>= 2;
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}
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}
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void Shader::GatherVertexFetch(const instr_fetch_vtx_t* vtx) {
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// dst_reg/dst_swiz
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// src_reg/src_swiz
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// format = a2xx_sq_surfaceformat
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// format_comp_all ? signed : unsigned
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// num_format_all ? normalized
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// stride
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// offset
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// const_index/const_index_sel -- fetch constant register
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// num_format_all ? integer : fraction
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// exp_adjust_all - [-32,31] - (2^exp_adjust_all)*fetch - 0 = default
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// Sometimes games have fetches that just produce constants. We can
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// ignore those.
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uint32_t dst_swiz = vtx->dst_swiz;
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bool fetches_any_data = false;
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for (int i = 0; i < 4; i++) {
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if ((dst_swiz & 0x7) == 4) {
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// 0.0
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} else if ((dst_swiz & 0x7) == 5) {
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// 1.0
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} else if ((dst_swiz & 0x7) == 6) {
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// ?
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} else if ((dst_swiz & 0x7) == 7) {
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// Previous register value.
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} else {
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fetches_any_data = true;
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break;
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}
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dst_swiz >>= 3;
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}
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if (!fetches_any_data) {
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return;
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}
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uint32_t fetch_slot = vtx->const_index * 3 + vtx->const_index_sel;
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auto& inputs = vtx_buffer_inputs_;
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vtx_buffer_element_t* el = NULL;
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for (size_t n = 0; n < inputs.count; n++) {
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auto& input = inputs.descs[n];
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if (input.fetch_slot == fetch_slot) {
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XEASSERT(input.element_count + 1 < XECOUNT(input.elements));
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// It may not hold that all strides are equal, but I hope it does.
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XEASSERT(!vtx->stride || input.stride_words == vtx->stride);
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el = &input.elements[input.element_count++];
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break;
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}
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}
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if (!el) {
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XEASSERTNOTZERO(vtx->stride);
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XEASSERT(inputs.count + 1 < XECOUNT(inputs.descs));
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auto& input = inputs.descs[inputs.count++];
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input.input_index = inputs.count - 1;
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input.fetch_slot = fetch_slot;
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input.stride_words = vtx->stride;
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el = &input.elements[input.element_count++];
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}
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el->vtx_fetch = *vtx;
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el->format = vtx->format;
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el->offset_words = vtx->offset;
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el->size_words = 0;
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switch (el->format) {
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case FMT_8_8_8_8:
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case FMT_2_10_10_10:
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case FMT_10_11_11:
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case FMT_11_11_10:
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el->size_words = 1;
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break;
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case FMT_16_16:
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case FMT_16_16_FLOAT:
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el->size_words = 1;
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break;
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case FMT_16_16_16_16:
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case FMT_16_16_16_16_FLOAT:
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el->size_words = 2;
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break;
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case FMT_32:
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case FMT_32_FLOAT:
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el->size_words = 1;
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break;
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case FMT_32_32:
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case FMT_32_32_FLOAT:
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el->size_words = 2;
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break;
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case FMT_32_32_32_FLOAT:
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el->size_words = 3;
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break;
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case FMT_32_32_32_32:
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case FMT_32_32_32_32_FLOAT:
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el->size_words = 4;
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break;
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default:
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XELOGE("Unknown vertex format: %d", el->format);
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XEASSERTALWAYS();
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break;
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}
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}
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const Shader::vtx_buffer_inputs_t* Shader::GetVertexBufferInputs() {
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return &vtx_buffer_inputs_;
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}
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void Shader::GatherTextureFetch(const xenos::instr_fetch_tex_t* tex) {
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// TODO(benvanik): check dest_swiz to see if we are writing anything.
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auto& inputs = tex_buffer_inputs_;
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XEASSERT(inputs.count + 1 < XECOUNT(inputs.descs));
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auto& input = inputs.descs[inputs.count++];
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input.input_index = inputs.count - 1;
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input.fetch_slot = tex->const_idx & 0xF; // ?
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input.tex_fetch = *tex;
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// Format mangling, size estimation, etc.
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}
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const Shader::tex_buffer_inputs_t* Shader::GetTextureBufferInputs() {
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return &tex_buffer_inputs_;
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}
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