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Xenia-Canary/src/xenia/gpu/shader.h

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/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2014 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#ifndef XENIA_GPU_SHADER_H_
#define XENIA_GPU_SHADER_H_
#include <string>
#include <vector>
#include "xenia/gpu/ucode.h"
#include "xenia/gpu/xenos.h"
namespace xe {
namespace gpu {
class Shader {
public:
virtual ~Shader();
ShaderType type() const { return shader_type_; }
bool has_prepared() const { return has_prepared_; }
bool is_valid() const { return is_valid_; }
const std::string& ucode_disassembly() const { return ucode_disassembly_; }
const std::string& translated_disassembly() const {
return translated_disassembly_;
}
const std::vector<uint8_t> translated_binary() { return translated_binary_; }
const std::string& host_disassembly() const { return host_disassembly_; }
const uint32_t* data() const { return data_.data(); }
uint32_t dword_count() const { return uint32_t(data_.size()); }
struct BufferDescElement {
ucode::instr_fetch_vtx_t vtx_fetch;
xenos::VertexFormat format;
uint32_t offset_words;
uint32_t size_words;
bool is_signed;
bool is_normalized;
};
struct BufferDesc {
uint32_t input_index;
uint32_t fetch_slot;
uint32_t stride_words;
uint32_t element_count;
BufferDescElement elements[16];
};
struct BufferInputs {
uint32_t count;
uint32_t total_elements_count;
BufferDesc descs[32];
};
const BufferInputs& buffer_inputs() { return buffer_inputs_; }
struct SamplerDesc {
uint32_t input_index;
uint32_t fetch_slot;
uint32_t format;
ucode::instr_fetch_tex_t tex_fetch;
};
struct SamplerInputs {
uint32_t count;
SamplerDesc descs[32];
};
const SamplerInputs& sampler_inputs() { return sampler_inputs_; }
struct AllocCounts {
uint32_t positions;
uint32_t params;
uint32_t memories;
bool point_size;
bool color_targets[4];
};
const AllocCounts& alloc_counts() const { return alloc_counts_; }
const std::vector<ucode::instr_cf_alloc_t>& allocs() const { return allocs_; }
protected:
Shader(ShaderType shader_type, uint64_t data_hash, const uint32_t* dword_ptr,
uint32_t dword_count);
void GatherIO();
void GatherAlloc(const ucode::instr_cf_alloc_t* cf);
void GatherExec(const ucode::instr_cf_exec_t* cf);
void GatherVertexFetch(const ucode::instr_fetch_vtx_t* vtx);
void GatherTextureFetch(const ucode::instr_fetch_tex_t* tex);
ShaderType shader_type_;
uint64_t data_hash_;
std::vector<uint32_t> data_;
bool has_prepared_;
bool is_valid_;
std::string ucode_disassembly_;
std::string translated_disassembly_;
std::vector<uint8_t> translated_binary_;
std::string host_disassembly_;
std::string error_log_;
AllocCounts alloc_counts_;
std::vector<ucode::instr_cf_alloc_t> allocs_;
BufferInputs buffer_inputs_;
SamplerInputs sampler_inputs_;
};
} // namespace gpu
} // namespace xe
#endif // XENIA_GPU_SHADER_H_