Expose microcode data hash in Shader
Return paths to files that were dumped from Dump
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@@ -502,6 +502,7 @@ class Shader {
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// Microcode dwords in host endianness.
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const std::vector<uint32_t>& ucode_data() const { return ucode_data_; }
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uint64_t ucode_data_hash() const { return ucode_data_hash_; }
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const uint32_t* ucode_dwords() const { return ucode_data_.data(); }
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size_t ucode_dword_count() const { return ucode_data_.size(); }
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@@ -547,13 +548,12 @@ class Shader {
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// May be empty if the host does not support saving binaries.
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const std::vector<uint8_t>& host_binary() const { return host_binary_; }
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// Prepares the shader for use in the host graphics API.
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virtual bool Prepare() { return is_valid_; }
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// Dumps the shader to a file in the given path based on ucode hash.
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// Both the ucode binary and disassembled and translated shader will be
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// written.
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void Dump(const std::string& base_path, const char* path_prefix);
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// Returns the filename of the shader and the binary.
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std::pair<std::string, std::string> Dump(const std::string& base_path,
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const char* path_prefix);
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protected:
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friend class ShaderTranslator;
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