[D3D12] Persistent shader and PSO storage
This commit is contained in:
@@ -87,6 +87,10 @@ void CommandProcessor::Shutdown() {
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worker_thread_.reset();
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}
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void CommandProcessor::InitializeShaderStorage(const std::wstring& storage_root,
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uint32_t title_id,
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bool blocking) {}
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void CommandProcessor::RequestFrameTrace(const std::wstring& root_path) {
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if (trace_state_ == TraceState::kStreaming) {
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XELOGE("Streaming trace; cannot also trace frame.");
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@@ -130,6 +130,12 @@ class CommandProcessor {
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swap_request_handler_ = fn;
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}
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// May be called not only from the command processor thread when the command
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// processor is paused, and the termination of this function may be explicitly
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// awaited.
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virtual void InitializeShaderStorage(const std::wstring& storage_root,
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uint32_t title_id, bool blocking);
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virtual void RequestFrameTrace(const std::wstring& root_path);
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virtual void BeginTracing(const std::wstring& root_path);
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virtual void EndTracing();
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@@ -77,6 +77,12 @@ void D3D12CommandProcessor::ClearCaches() {
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cache_clear_requested_ = true;
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}
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void D3D12CommandProcessor::InitializeShaderStorage(
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const std::wstring& storage_root, uint32_t title_id, bool blocking) {
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CommandProcessor::InitializeShaderStorage(storage_root, title_id, blocking);
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pipeline_cache_->InitializeShaderStorage(storage_root, title_id, blocking);
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}
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void D3D12CommandProcessor::RequestFrameTrace(const std::wstring& root_path) {
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// Capture with PIX if attached.
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if (GetD3D12Context()->GetD3D12Provider()->GetGraphicsAnalysis() != nullptr) {
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@@ -2123,7 +2129,7 @@ bool D3D12CommandProcessor::EndSubmission(bool is_swap) {
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}
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bool D3D12CommandProcessor::CanEndSubmissionImmediately() const {
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return !submission_open_ || !pipeline_cache_->IsCreatingPipelines();
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return !submission_open_ || !pipeline_cache_->IsCreatingPipelineStates();
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}
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void D3D12CommandProcessor::AwaitAllSubmissionsCompletion() {
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@@ -43,6 +43,9 @@ class D3D12CommandProcessor : public CommandProcessor {
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void ClearCaches() override;
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void InitializeShaderStorage(const std::wstring& storage_root,
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uint32_t title_id, bool blocking) override;
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void RequestFrameTrace(const std::wstring& root_path) override;
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void TracePlaybackWroteMemory(uint32_t base_ptr, uint32_t length) override;
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@@ -125,10 +128,11 @@ class D3D12CommandProcessor : public CommandProcessor {
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// render targets or copying to depth render targets.
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void SetSamplePositions(MsaaSamples sample_positions);
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// Returns a pipeline with deferred creation by its handle. May return nullptr
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// if failed to create the pipeline.
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inline ID3D12PipelineState* GetPipelineStateByHandle(void* handle) const {
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return pipeline_cache_->GetPipelineStateByHandle(handle);
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// Returns a pipeline state object with deferred creation by its handle. May
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// return nullptr if failed to create the pipeline state object.
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inline ID3D12PipelineState* GetD3D12PipelineStateByHandle(
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void* handle) const {
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return pipeline_cache_->GetD3D12PipelineStateByHandle(handle);
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}
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// Sets the current pipeline state to a compute pipeline. This is for cache
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@@ -200,8 +200,9 @@ void DeferredCommandList::Execute(ID3D12GraphicsCommandList* command_list,
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}
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} break;
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case Command::kSetPipelineStateHandle: {
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current_pipeline_state = command_processor_->GetPipelineStateByHandle(
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*reinterpret_cast<void* const*>(stream));
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current_pipeline_state =
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command_processor_->GetD3D12PipelineStateByHandle(
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*reinterpret_cast<void* const*>(stream));
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if (current_pipeline_state) {
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command_list->SetPipelineState(current_pipeline_state);
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}
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File diff suppressed because it is too large
Load Diff
@@ -11,13 +11,17 @@
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#define XENIA_GPU_D3D12_PIPELINE_CACHE_H_
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#include <condition_variable>
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#include <cstdio>
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#include <deque>
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#include <memory>
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#include <mutex>
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#include <string>
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#include <thread>
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#include <unordered_map>
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#include <utility>
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#include <vector>
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#include "xenia/base/platform.h"
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#include "xenia/base/threading.h"
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#include "xenia/gpu/d3d12/d3d12_shader.h"
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#include "xenia/gpu/d3d12/render_target_cache.h"
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@@ -40,10 +44,14 @@ class PipelineCache {
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bool Initialize();
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void Shutdown();
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void ClearCache();
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void ClearCache(bool shutting_down = false);
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void InitializeShaderStorage(const std::wstring& storage_root,
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uint32_t title_id, bool blocking);
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void ShutdownShaderStorage();
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void EndSubmission();
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bool IsCreatingPipelines();
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bool IsCreatingPipelineStates();
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D3D12Shader* LoadShader(ShaderType shader_type, uint32_t guest_address,
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const uint32_t* host_address, uint32_t dword_count);
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@@ -57,15 +65,32 @@ class PipelineCache {
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D3D12Shader* vertex_shader, D3D12Shader* pixel_shader, bool tessellated,
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PrimitiveType primitive_type, IndexFormat index_format, bool early_z,
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const RenderTargetCache::PipelineRenderTarget render_targets[5],
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void** pipeline_handle_out, ID3D12RootSignature** root_signature_out);
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void** pipeline_state_handle_out,
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ID3D12RootSignature** root_signature_out);
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// Returns a pipeline with deferred creation by its handle. May return nullptr
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// if failed to create the pipeline.
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inline ID3D12PipelineState* GetPipelineStateByHandle(void* handle) const {
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return reinterpret_cast<const Pipeline*>(handle)->state;
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// Returns a pipeline state object with deferred creation by its handle. May
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// return nullptr if failed to create the pipeline state object.
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inline ID3D12PipelineState* GetD3D12PipelineStateByHandle(
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void* handle) const {
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return reinterpret_cast<const PipelineState*>(handle)->state;
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}
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private:
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XEPACKEDSTRUCT(ShaderStoredHeader, {
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uint64_t ucode_data_hash;
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uint32_t ucode_dword_count : 16;
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ShaderType type : 1;
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PrimitiveType patch_primitive_type : 6;
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reg::SQ_PROGRAM_CNTL sq_program_cntl;
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static constexpr uint32_t kVersion = 0x20200301;
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});
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// Update PipelineDescription::kVersion if any of the Pipeline* enums are
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// changed!
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enum class PipelineStripCutIndex : uint32_t {
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kNone,
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kFFFF,
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@@ -122,7 +147,8 @@ class PipelineCache {
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kSrcAlphaSat,
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};
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struct PipelineRenderTarget {
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// Update PipelineDescription::kVersion if anything is changed!
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XEPACKEDSTRUCT(PipelineRenderTarget, {
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uint32_t used : 1; // 1
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ColorRenderTargetFormat format : 4; // 5
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PipelineBlendFactor src_blend : 4; // 9
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@@ -132,12 +158,12 @@ class PipelineCache {
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PipelineBlendFactor dest_blend_alpha : 4; // 24
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BlendOp blend_op_alpha : 3; // 27
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uint32_t write_mask : 4; // 31
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};
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});
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struct PipelineDescription {
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ID3D12RootSignature* root_signature;
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D3D12Shader* vertex_shader;
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D3D12Shader* pixel_shader;
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XEPACKEDSTRUCT(PipelineDescription, {
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uint64_t vertex_shader_hash;
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// 0 if drawing without a pixel shader.
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uint64_t pixel_shader_hash;
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int32_t depth_bias;
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float depth_bias_slope_scaled;
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@@ -170,19 +196,34 @@ class PipelineCache {
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CompareFunction stencil_back_func : 3; // 32
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PipelineRenderTarget render_targets[4];
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static constexpr uint32_t kVersion = 0x20200309;
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});
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XEPACKEDSTRUCT(PipelineStoredDescription, {
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uint64_t description_hash;
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PipelineDescription description;
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});
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struct PipelineRuntimeDescription {
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ID3D12RootSignature* root_signature;
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D3D12Shader* vertex_shader;
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D3D12Shader* pixel_shader;
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PipelineDescription description;
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};
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bool TranslateShader(D3D12Shader* shader, reg::SQ_PROGRAM_CNTL cntl,
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bool tessellated, PrimitiveType primitive_type);
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bool TranslateShader(DxbcShaderTranslator& translator, D3D12Shader* shader,
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reg::SQ_PROGRAM_CNTL cntl,
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PrimitiveType patch_primitive_type);
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bool GetCurrentStateDescription(
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D3D12Shader* vertex_shader, D3D12Shader* pixel_shader, bool tessellated,
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PrimitiveType primitive_type, IndexFormat index_format, bool early_z,
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const RenderTargetCache::PipelineRenderTarget render_targets[5],
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PipelineDescription& description_out);
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PipelineRuntimeDescription& runtime_description_out);
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ID3D12PipelineState* CreatePipelineState(
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const PipelineDescription& description);
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ID3D12PipelineState* CreateD3D12PipelineState(
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const PipelineRuntimeDescription& runtime_description);
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D3D12CommandProcessor* command_processor_;
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RegisterFile* register_file_;
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@@ -200,40 +241,71 @@ class PipelineCache {
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// Xenos pixel shader provided.
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std::vector<uint8_t> depth_only_pixel_shader_;
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struct Pipeline {
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struct PipelineState {
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// nullptr if creation has failed.
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ID3D12PipelineState* state;
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PipelineDescription description;
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PipelineRuntimeDescription description;
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};
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// All previously generated pipelines identified by hash and the description.
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std::unordered_multimap<uint64_t, Pipeline*> pipelines_;
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// All previously generated pipeline state objects identified by hash and the
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// description.
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std::unordered_multimap<uint64_t, PipelineState*> pipeline_states_;
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// Previously used pipeline. This matches our current state settings
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// and allows us to quickly(ish) reuse the pipeline if no registers have
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// changed.
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Pipeline* current_pipeline_ = nullptr;
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// Previously used pipeline state object. This matches our current state
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// settings and allows us to quickly(ish) reuse the pipeline state if no
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// registers have changed.
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PipelineState* current_pipeline_state_ = nullptr;
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// Pipeline creation threads.
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void CreationThread();
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// Currently open shader storage path.
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std::wstring shader_storage_root_;
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uint32_t shader_storage_title_id_ = 0;
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// Shader storage output stream, for preload in the next emulator runs.
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FILE* shader_storage_file_ = nullptr;
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bool shader_storage_file_flush_needed_ = false;
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// Pipeline state storage output stream, for preload in the next emulator
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// runs.
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FILE* pipeline_state_storage_file_ = nullptr;
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bool pipeline_state_storage_file_flush_needed_ = false;
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// Thread for asynchronous writing to the storage streams.
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void StorageWriteThread();
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std::mutex storage_write_request_lock_;
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std::condition_variable storage_write_request_cond_;
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// Storage thread input is protected with storage_write_request_lock_, and the
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// thread is notified about its change via storage_write_request_cond_.
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std::deque<std::pair<const Shader*, reg::SQ_PROGRAM_CNTL>>
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storage_write_shader_queue_;
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std::deque<PipelineStoredDescription> storage_write_pipeline_state_queue_;
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bool storage_write_flush_shaders_ = false;
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bool storage_write_flush_pipeline_states_ = false;
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bool storage_write_thread_shutdown_ = false;
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std::unique_ptr<xe::threading::Thread> storage_write_thread_;
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// Pipeline state object creation threads.
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void CreationThread(size_t thread_index);
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void CreateQueuedPipelineStatesOnProcessorThread();
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std::mutex creation_request_lock_;
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std::condition_variable creation_request_cond_;
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// Protected with creation_request_lock_, notify_one creation_request_cond_
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// when set.
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std::deque<Pipeline*> creation_queue_;
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// Number of threads that are currently creating a pipeline - incremented when
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// a pipeline is dequeued (the completion event can't be triggered before this
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// is zero). Protected with creation_request_lock_.
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uint32_t creation_threads_busy_ = 0;
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// Manual-reset event set when the last queued pipeline is created and there
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// are no more pipelines to create. This is triggered by the thread creating
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// the last pipeline.
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std::deque<PipelineState*> creation_queue_;
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// Number of threads that are currently creating a pipeline state object -
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// incremented when a pipeline state object is dequeued (the completion event
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// can't be triggered before this is zero). Protected with
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// creation_request_lock_.
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size_t creation_threads_busy_ = 0;
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// Manual-reset event set when the last queued pipeline state object is
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// created and there are no more pipeline state objects to create. This is
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// triggered by the thread creating the last pipeline state object.
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std::unique_ptr<xe::threading::Event> creation_completion_event_ = nullptr;
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// Whether setting the event on completion is queued. Protected with
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// creation_request_lock_, notify_one creation_request_cond_ when set.
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bool creation_completion_set_event_ = false;
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// Whether to shut down the creation threads as soon as possible. Protected
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// with creation_request_lock_, notify_all creation_request_cond_ when set.
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bool creation_threads_shutdown_ = false;
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// Creation threads with this index or above need to be shut down as soon as
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// possible. Protected with creation_request_lock_, notify_all
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// creation_request_cond_ when set.
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size_t creation_threads_shutdown_from_ = SIZE_MAX;
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std::vector<std::unique_ptr<xe::threading::Thread>> creation_threads_;
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};
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@@ -13,8 +13,10 @@ DEFINE_string(trace_gpu_prefix, "scratch/gpu/",
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"Prefix path for GPU trace files.", "GPU");
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DEFINE_bool(trace_gpu_stream, false, "Trace all GPU packets.", "GPU");
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DEFINE_string(dump_shaders, "",
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"Path to write GPU shaders to as they are compiled.", "GPU");
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DEFINE_string(
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dump_shaders, "",
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"For shader debugging, path to dump GPU shaders to as they are compiled.",
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"GPU");
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DEFINE_bool(vsync, true, "Enable VSYNC.", "GPU");
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@@ -20,6 +20,12 @@
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#include "xenia/ui/graphics_provider.h"
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#include "xenia/ui/loop.h"
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DEFINE_bool(
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store_shaders, true,
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"Store shaders persistently and load them when loading games to avoid "
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"runtime spikes and freezes when playing the game not for the first time.",
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"GPU");
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namespace xe {
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namespace gpu {
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@@ -269,6 +275,34 @@ void GraphicsSystem::ClearCaches() {
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[&]() { command_processor_->ClearCaches(); });
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}
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void GraphicsSystem::InitializeShaderStorage(const std::wstring& storage_root,
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uint32_t title_id, bool blocking) {
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if (!cvars::store_shaders) {
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return;
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}
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if (blocking) {
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if (command_processor_->is_paused()) {
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// Safe to run on any thread while the command processor is paused, no
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// race condition.
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command_processor_->InitializeShaderStorage(storage_root, title_id, true);
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} else {
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xe::threading::Fence fence;
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command_processor_->CallInThread(
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[this, storage_root, title_id, &fence]() {
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command_processor_->InitializeShaderStorage(storage_root, title_id,
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true);
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fence.Signal();
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});
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fence.Wait();
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}
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} else {
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command_processor_->CallInThread([this, storage_root, title_id]() {
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command_processor_->InitializeShaderStorage(storage_root, title_id,
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false);
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});
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}
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}
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void GraphicsSystem::RequestFrameTrace() {
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command_processor_->RequestFrameTrace(
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xe::to_wstring(cvars::trace_gpu_prefix));
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@@ -12,6 +12,7 @@
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#include <atomic>
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#include <memory>
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#include <string>
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#include <thread>
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#include "xenia/cpu/processor.h"
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@@ -62,6 +63,9 @@ class GraphicsSystem {
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virtual void ClearCaches();
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void InitializeShaderStorage(const std::wstring& storage_root,
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uint32_t title_id, bool blocking);
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void RequestFrameTrace();
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void BeginTracing();
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void EndTracing();
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@@ -102,7 +102,7 @@ int TraceDump::Main(const std::vector<std::wstring>& args) {
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bool TraceDump::Setup() {
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// Create the emulator but don't initialize so we can setup the window.
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emulator_ = std::make_unique<Emulator>(L"", L"");
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emulator_ = std::make_unique<Emulator>(L"", L"", L"");
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X_STATUS result = emulator_->Setup(
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nullptr, nullptr, [this]() { return CreateGraphicsSystem(); }, nullptr);
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if (XFAILED(result)) {
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@@ -122,7 +122,7 @@ bool TraceViewer::Setup() {
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window_->Resize(1920, 1200);
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// Create the emulator but don't initialize so we can setup the window.
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emulator_ = std::make_unique<Emulator>(L"", L"");
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emulator_ = std::make_unique<Emulator>(L"", L"", L"");
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X_STATUS result = emulator_->Setup(
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window_.get(), nullptr, [this]() { return CreateGraphicsSystem(); },
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nullptr);
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