Adding a bunch of profiling tracers.
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@@ -145,6 +145,8 @@ void D3D11Shader::set_translated_src(char* value) {
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}
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ID3D10Blob* D3D11Shader::Compile(const char* shader_source) {
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SCOPE_profile_cpu_f("gpu");
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// TODO(benvanik): pick shared runtime mode defines.
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D3D10_SHADER_MACRO defines[] = {
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"TEST_DEFINE", "1",
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@@ -256,6 +258,7 @@ D3D11VertexShader::~D3D11VertexShader() {
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}
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int D3D11VertexShader::Prepare(xe_gpu_program_cntl_t* program_cntl) {
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SCOPE_profile_cpu_f("gpu");
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if (handle_) {
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return 0;
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}
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@@ -411,6 +414,8 @@ int D3D11VertexShader::Prepare(xe_gpu_program_cntl_t* program_cntl) {
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}
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const char* D3D11VertexShader::Translate(xe_gpu_program_cntl_t* program_cntl) {
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SCOPE_profile_cpu_f("gpu");
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Output* output = new Output();
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xe_gpu_translate_ctx_t ctx;
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ctx.output = output;
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@@ -599,6 +604,7 @@ D3D11PixelShader::~D3D11PixelShader() {
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int D3D11PixelShader::Prepare(xe_gpu_program_cntl_t* program_cntl,
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D3D11VertexShader* input_shader) {
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SCOPE_profile_cpu_f("gpu");
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if (handle_) {
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return 0;
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}
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@@ -641,6 +647,7 @@ int D3D11PixelShader::Prepare(xe_gpu_program_cntl_t* program_cntl,
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const char* D3D11PixelShader::Translate(
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xe_gpu_program_cntl_t* program_cntl, D3D11VertexShader* input_shader) {
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SCOPE_profile_cpu_f("gpu");
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Output* output = new Output();
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xe_gpu_translate_ctx_t ctx;
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ctx.output = output;
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