[D3D12] Shaders (not all compiling yet)

This commit is contained in:
Triang3l
2018-07-24 14:57:21 +03:00
parent b0421de496
commit 87aecfa1b8
10 changed files with 671 additions and 59 deletions

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/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2018 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#ifndef XENIA_GPU_D3D12_PIPELINE_CACHE_H_
#define XENIA_GPU_D3D12_PIPELINE_CACHE_H_
#include <unordered_map>
#include "third_party/xxhash/xxhash.h"
#include "xenia/gpu/d3d12/d3d12_shader.h"
#include "xenia/gpu/register_file.h"
#include "xenia/gpu/shader_translator.h"
#include "xenia/gpu/xenos.h"
#include "xenia/ui/d3d12/d3d12_context.h"
namespace xe {
namespace gpu {
namespace d3d12 {
class PipelineCache {
public:
enum class UpdateStatus {
kCompatible,
kMismatch,
kError,
};
PipelineCache(RegisterFile* register_file, ui::d3d12::D3D12Context* context);
~PipelineCache();
void Shutdown();
D3D12Shader* LoadShader(ShaderType shader_type, uint32_t guest_address,
const uint32_t* host_address, uint32_t dword_count);
UpdateStatus ConfigurePipeline(D3D12Shader* vertex_shader,
D3D12Shader* pixel_shader,
PrimitiveType primitive_type);
void ClearCache();
private:
bool SetShadowRegister(uint32_t* dest, uint32_t register_name);
bool SetShadowRegister(float* dest, uint32_t register_name);
bool TranslateShader(D3D12Shader* shader, xenos::xe_gpu_program_cntl_t cntl);
UpdateStatus UpdateState(D3D12Shader* vertex_shader,
D3D12Shader* pixel_shader,
PrimitiveType primitive_type);
UpdateStatus UpdateShaderStages(D3D12Shader* vertex_shader,
D3D12Shader* pixel_shader,
PrimitiveType primitive_type);
RegisterFile* register_file_ = nullptr;
ui::d3d12::D3D12Context* context_ = nullptr;
// Reusable shader translator.
std::unique_ptr<ShaderTranslator> shader_translator_ = nullptr;
// All loaded shaders mapped by their guest hash key.
std::unordered_map<uint64_t, D3D12Shader*> shader_map_;
// Hash state used to incrementally produce pipeline hashes during update.
// By the time the full update pass has run the hash will represent the
// current state in a way that can uniquely identify the produced
// ID3D12PipelineState.
XXH64_state_t hash_state_;
struct UpdateShaderStagesRegisters {
PrimitiveType primitive_type;
uint32_t pa_su_sc_mode_cntl;
uint32_t sq_program_cntl;
D3D12Shader* vertex_shader;
D3D12Shader* pixel_shader;
UpdateShaderStagesRegisters() { Reset(); }
void Reset() { std::memset(this, 0, sizeof(*this)); }
} update_shader_stages_regs_;
};
} // namespace d3d12
} // namespace gpu
} // namespace xe
#endif // XENIA_GPU_D3D12_PIPELINE_CACHE_H_