[D3D12] Begin writing the DXBC translator
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55
src/xenia/gpu/dxbc_shader_translator.cc
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55
src/xenia/gpu/dxbc_shader_translator.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 2018 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/dxbc_shader_translator.h"
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#include <cstring>
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#include "third_party/dxbc/DXBCChecksum.h"
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#include "third_party/dxbc/d3d12TokenizedProgramFormat.hpp"
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namespace xe {
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namespace gpu {
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using namespace ucode;
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DxbcShaderTranslator::DxbcShaderTranslator() {}
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DxbcShaderTranslator::~DxbcShaderTranslator() = default;
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void DxbcShaderTranslator::Reset() {
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ShaderTranslator::Reset();
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shader_code_.clear();
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}
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std::vector<uint8_t> DxbcShaderTranslator::CompleteTranslation() {
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shader_object_.clear();
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// Shader object header.
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shader_object_.push_back('CBXD');
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// Reserve space for the checksum.
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for (uint32_t i = 0; i < 4; ++i) {
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shader_object_.push_back(0);
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}
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shader_object_.push_back(1);
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// Reserve space for the size.
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shader_object_.push_back(0);
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// 5 chunks - RDEF, ISGN, OSGN, SHEX, STAT.
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shader_object_.push_back(5);
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// Copy bytes out.
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// TODO(Triang3l): avoid copy?
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std::vector<uint8_t> shader_object_bytes;
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shader_object_bytes.resize(shader_object_.size() * sizeof(uint32_t));
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std::memcpy(shader_object_bytes.data(), shader_object_.data(),
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shader_object_bytes.size());
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return shader_object_bytes;
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}
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} // namespace gpu
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} // namespace xe
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