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Xenia-Canary/src/xenia/gpu/d3d12/d3d12_shader.h
2018-10-23 19:21:01 +03:00

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2.6 KiB
C++

/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2018 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#ifndef XENIA_GPU_D3D12_D3D12_SHADER_H_
#define XENIA_GPU_D3D12_D3D12_SHADER_H_
#include <vector>
#include "xenia/gpu/dxbc_shader_translator.h"
#include "xenia/gpu/shader.h"
#include "xenia/ui/d3d12/d3d12_provider.h"
namespace xe {
namespace gpu {
namespace d3d12 {
class D3D12Shader : public Shader {
public:
D3D12Shader(ShaderType shader_type, uint64_t data_hash,
const uint32_t* dword_ptr, uint32_t dword_count);
void SetTexturesAndSamplers(
const DxbcShaderTranslator::TextureSRV* texture_srvs,
uint32_t texture_srv_count,
const DxbcShaderTranslator::SamplerBinding* sampler_bindings,
uint32_t sampler_binding_count);
bool DisassembleDXBC(const ui::d3d12::D3D12Provider* provider);
static constexpr uint32_t kMaxTextureSRVIndexBits =
DxbcShaderTranslator::kMaxTextureSRVIndexBits;
static constexpr uint32_t kMaxTextureSRVs =
DxbcShaderTranslator::kMaxTextureSRVs;
struct TextureSRV {
uint32_t fetch_constant;
TextureDimension dimension;
bool is_signed;
// Whether this SRV must be bound even if it's signed and all components are
// unsigned and vice versa.
bool is_sign_required;
};
const TextureSRV* GetTextureSRVs(uint32_t& count_out) const {
count_out = uint32_t(texture_srvs_.size());
return texture_srvs_.data();
}
const uint32_t GetUsedTextureMask() const { return used_texture_mask_; }
static constexpr uint32_t kMaxSamplerBindingIndexBits =
DxbcShaderTranslator::kMaxSamplerBindingIndexBits;
static constexpr uint32_t kMaxSamplerBindings =
DxbcShaderTranslator::kMaxSamplerBindings;
struct SamplerBinding {
uint32_t fetch_constant;
TextureFilter mag_filter;
TextureFilter min_filter;
TextureFilter mip_filter;
AnisoFilter aniso_filter;
};
const SamplerBinding* GetSamplerBindings(uint32_t& count_out) const {
count_out = uint32_t(sampler_bindings_.size());
return sampler_bindings_.data();
}
private:
std::vector<TextureSRV> texture_srvs_;
uint32_t used_texture_mask_ = 0;
std::vector<SamplerBinding> sampler_bindings_;
};
} // namespace d3d12
} // namespace gpu
} // namespace xe
#endif // XENIA_GPU_D3D12_D3D12_SHADER_H_