Adding in D3D11 GPU skeleton.
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88
src/xenia/gpu/d3d11/d3d11_graphics_driver.cc
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88
src/xenia/gpu/d3d11/d3d11_graphics_driver.cc
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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/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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using namespace xe;
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using namespace xe::gpu;
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using namespace xe::gpu::d3d11;
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using namespace xe::gpu::xenos;
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D3D11GraphicsDriver::D3D11GraphicsDriver(xe_memory_ref memory) :
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GraphicsDriver(memory) {
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}
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D3D11GraphicsDriver::~D3D11GraphicsDriver() {
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}
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void D3D11GraphicsDriver::Initialize() {
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}
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void D3D11GraphicsDriver::InvalidateState(
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uint32_t mask) {
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if (mask == XE_GPU_INVALIDATE_MASK_ALL) {
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XELOGGPU("D3D11: (invalidate all)");
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}
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if (mask & XE_GPU_INVALIDATE_MASK_VERTEX_SHADER) {
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XELOGGPU("D3D11: invalidate vertex shader");
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}
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if (mask & XE_GPU_INVALIDATE_MASK_PIXEL_SHADER) {
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XELOGGPU("D3D11: invalidate pixel shader");
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}
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}
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void D3D11GraphicsDriver::SetShader(
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XE_GPU_SHADER_TYPE type,
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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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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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// Disassemble.
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const char* source = DisassembleShader(type, dwords, dword_count);
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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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}
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}
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void D3D11GraphicsDriver::DrawIndexed(
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XE_GPU_PRIMITIVE_TYPE prim_type,
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uint32_t index_count) {
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XELOGGPU("D3D11: draw indexed %d (%d indicies)",
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prim_type, index_count);
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// TODO(benvanik):
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// program control
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// context misc
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// interpolator control
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// shader constants / bools / integers
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// fetch constants
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}
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