[Vulkan] Remove old Vulkan code, change shaders directory, create empty Vulkan backend
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@@ -19,8 +19,6 @@
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#include "xenia/base/string.h"
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#include "xenia/gpu/dxbc_shader_translator.h"
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#include "xenia/gpu/shader_translator.h"
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#include "xenia/gpu/spirv_shader_translator.h"
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#include "xenia/ui/spirv/spirv_disassembler.h"
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// For D3DDisassemble:
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#if XE_PLATFORM_WIN32
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@@ -33,8 +31,7 @@ DEFINE_string(shader_input_type, "",
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"GPU");
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DEFINE_path(shader_output, "", "Output shader file path.", "GPU");
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DEFINE_string(shader_output_type, "ucode",
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"Translator to use: [ucode, spirv, spirvtext, dxbc, dxbctext].",
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"GPU");
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"Translator to use: [ucode, dxbc, dxbctext].", "GPU");
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DEFINE_string(
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vertex_shader_output_type, "",
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"Type of the host interface to produce the vertex or domain shader for: "
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@@ -105,11 +102,8 @@ int shader_compiler_main(const std::vector<std::string>& args) {
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shader_type, ucode_data_hash, ucode_dwords.data(), ucode_dwords.size());
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std::unique_ptr<ShaderTranslator> translator;
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if (cvars::shader_output_type == "spirv" ||
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cvars::shader_output_type == "spirvtext") {
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translator = std::make_unique<SpirvShaderTranslator>();
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} else if (cvars::shader_output_type == "dxbc" ||
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cvars::shader_output_type == "dxbctext") {
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if (cvars::shader_output_type == "dxbc" ||
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cvars::shader_output_type == "dxbctext") {
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translator = std::make_unique<DxbcShaderTranslator>(
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0, cvars::shader_output_bindless_resources,
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cvars::shader_output_dxbc_rov);
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@@ -146,14 +140,6 @@ int shader_compiler_main(const std::vector<std::string>& args) {
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const void* source_data = shader->translated_binary().data();
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size_t source_data_size = shader->translated_binary().size();
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std::unique_ptr<xe::ui::spirv::SpirvDisassembler::Result> spirv_disasm_result;
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if (cvars::shader_output_type == "spirvtext") {
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// Disassemble SPIRV.
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spirv_disasm_result = xe::ui::spirv::SpirvDisassembler().Disassemble(
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reinterpret_cast<const uint32_t*>(source_data), source_data_size / 4);
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source_data = spirv_disasm_result->text();
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source_data_size = std::strlen(spirv_disasm_result->text()) + 1;
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}
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#if XE_PLATFORM_WIN32
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ID3DBlob* dxbc_disasm_blob = nullptr;
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if (cvars::shader_output_type == "dxbctext") {
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