[GPU] shader-compiler: Accept little-endian ucode
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@@ -22,9 +22,12 @@ namespace xe {
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namespace gpu {
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namespace d3d12 {
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D3D12Shader::D3D12Shader(xenos::ShaderType shader_type, uint64_t data_hash,
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const uint32_t* dword_ptr, uint32_t dword_count)
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: DxbcShader(shader_type, data_hash, dword_ptr, dword_count) {}
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D3D12Shader::D3D12Shader(xenos::ShaderType shader_type,
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uint64_t ucode_data_hash, const uint32_t* ucode_dwords,
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size_t ucode_dword_count,
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std::endian ucode_source_endian)
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: DxbcShader(shader_type, ucode_data_hash, ucode_dwords, ucode_dword_count,
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ucode_source_endian) {}
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void D3D12Shader::D3D12Translation::DisassembleDxbcAndDxil(
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const ui::d3d12::D3D12Provider& provider, bool disassemble_dxbc,
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@@ -33,8 +33,9 @@ class D3D12Shader : public DxbcShader {
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IDxcCompiler* dxc_compiler = nullptr);
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};
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D3D12Shader(xenos::ShaderType shader_type, uint64_t data_hash,
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const uint32_t* dword_ptr, uint32_t dword_count);
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D3D12Shader(xenos::ShaderType shader_type, uint64_t ucode_data_hash,
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const uint32_t* ucode_dwords, size_t ucode_dword_count,
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std::endian ucode_source_endian = std::endian::big);
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// For owning subsystem like the pipeline cache, accessors for unique
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// identifiers (used instead of hashes to make sure collisions can't happen)
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