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Xenia-Canary/src/xenia/gpu/d3d12/d3d12_shader.h

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/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2020 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 <atomic>
#include "xenia/gpu/dxbc_shader.h"
#include "xenia/ui/d3d12/d3d12_provider.h"
namespace xe {
namespace gpu {
namespace d3d12 {
class D3D12Shader : public DxbcShader {
public:
class D3D12Translation : public DxbcTranslation {
public:
D3D12Translation(D3D12Shader& shader, uint64_t modification)
: DxbcTranslation(shader, modification) {}
void DisassembleDxbcAndDxil(const ui::d3d12::D3D12Provider& provider,
bool disassemble_dxbc,
IDxbcConverter* dxbc_converter = nullptr,
IDxcUtils* dxc_utils = nullptr,
IDxcCompiler* dxc_compiler = nullptr);
};
D3D12Shader(xenos::ShaderType shader_type, uint64_t ucode_data_hash,
const uint32_t* ucode_dwords, size_t ucode_dword_count,
std::endian ucode_source_endian = std::endian::big);
// For owning subsystem like the pipeline cache, accessors for unique
// identifiers (used instead of hashes to make sure collisions can't happen)
// of binding layouts used by the shader, for invalidation if a shader with an
// incompatible layout was bound.
size_t GetTextureBindingLayoutUserUID() const {
return texture_binding_layout_user_uid_;
}
size_t GetSamplerBindingLayoutUserUID() const {
return sampler_binding_layout_user_uid_;
}
// Modifications of the same shader can be translated on different threads.
// The "set" function must only be called if "enter" returned true - these are
// set up only once.
bool EnterBindingLayoutUserUIDSetup() {
return !binding_layout_user_uids_set_up_.test_and_set();
}
void SetTextureBindingLayoutUserUID(size_t uid) {
texture_binding_layout_user_uid_ = uid;
}
void SetSamplerBindingLayoutUserUID(size_t uid) {
sampler_binding_layout_user_uid_ = uid;
}
protected:
Translation* CreateTranslationInstance(uint64_t modification) override;
private:
std::atomic_flag binding_layout_user_uids_set_up_ = ATOMIC_FLAG_INIT;
size_t texture_binding_layout_user_uid_ = 0;
size_t sampler_binding_layout_user_uid_ = 0;
};
} // namespace d3d12
} // namespace gpu
} // namespace xe
#endif // XENIA_GPU_D3D12_D3D12_SHADER_H_