Expose microcode data hash in Shader
Return paths to files that were dumped from Dump
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@@ -16,9 +16,11 @@
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#include "xenia/base/math.h"
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#include "xenia/base/memory.h"
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#include "xenia/base/string.h"
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#include "xenia/gpu/ucode.h"
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namespace xe {
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namespace gpu {
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using namespace ucode;
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Shader::Shader(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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@@ -38,7 +40,8 @@ std::string Shader::GetTranslatedBinaryString() const {
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return result;
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}
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void Shader::Dump(const std::string& base_path, const char* path_prefix) {
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std::pair<std::string, std::string> Shader::Dump(const std::string& base_path,
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const char* path_prefix) {
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// Ensure target path exists.
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auto target_path = xe::to_wstring(base_path);
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if (!target_path.empty()) {
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@@ -79,6 +82,8 @@ void Shader::Dump(const std::string& base_path, const char* path_prefix) {
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fwrite(ucode_data_.data(), 4, ucode_data_.size(), f);
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fclose(f);
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}
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return {std::string(txt_file_name), std::string(bin_file_name)};
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}
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} // namespace gpu
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