Files
Xenia-Canary/src/xenia/gpu/d3d11/d3d11_graphics_driver.cc
2013-10-11 22:04:34 -07:00

92 lines
2.5 KiB
C++

/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2013 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#include <xenia/gpu/d3d11/d3d11_graphics_driver.h>
#include <xenia/gpu/gpu-private.h>
#include <xenia/gpu/d3d11/d3d11_shader_cache.h>
using namespace xe;
using namespace xe::gpu;
using namespace xe::gpu::d3d11;
using namespace xe::gpu::xenos;
D3D11GraphicsDriver::D3D11GraphicsDriver(
xe_memory_ref memory, ID3D11Device* device) :
GraphicsDriver(memory) {
device_ = device;
device_->AddRef();
shader_cache_ = new D3D11ShaderCache(device_);
}
D3D11GraphicsDriver::~D3D11GraphicsDriver() {
delete shader_cache_;
device_->Release();
}
void D3D11GraphicsDriver::Initialize() {
}
void D3D11GraphicsDriver::InvalidateState(
uint32_t mask) {
if (mask == XE_GPU_INVALIDATE_MASK_ALL) {
XELOGGPU("D3D11: (invalidate all)");
}
if (mask & XE_GPU_INVALIDATE_MASK_VERTEX_SHADER) {
XELOGGPU("D3D11: invalidate vertex shader");
}
if (mask & XE_GPU_INVALIDATE_MASK_PIXEL_SHADER) {
XELOGGPU("D3D11: invalidate pixel shader");
}
}
void D3D11GraphicsDriver::SetShader(
XE_GPU_SHADER_TYPE type,
uint32_t address,
uint32_t start,
uint32_t length) {
// Find or create shader in the cache.
uint8_t* p = xe_memory_addr(memory_, address);
Shader* shader = shader_cache_->FindOrCreate(
type, p, length);
// Disassemble.
char* source = shader->Disassemble();
if (!source) {
source = "<failed to disassemble>";
}
XELOGGPU("D3D11: set shader %d at %0.8X (%db):\n%s",
type, address, length, source);
if (source) {
xe_free(source);
}
// Prepare for use.
if (shader->Prepare()) {
XELOGGPU("D3D11: failed to prepare shader");
}
}
void D3D11GraphicsDriver::DrawIndexed(
XE_GPU_PRIMITIVE_TYPE prim_type,
uint32_t index_count) {
XELOGGPU("D3D11: draw indexed %d (%d indicies)",
prim_type, index_count);
// TODO(benvanik):
// program control
// context misc
// interpolator control
// shader constants / bools / integers
// fetch constants
}