59 lines
2.6 KiB
C++
59 lines
2.6 KiB
C++
/**
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******************************************************************************
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* Xenia : Xbox 360 Emulator Research Project *
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******************************************************************************
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* Copyright 2020 Ben Vanik. All rights reserved. *
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* Released under the BSD license - see LICENSE in the root for more details. *
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******************************************************************************
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*
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* @modified Tom Clay, 2026 - Adapted for ReXGlue runtime
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*/
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#pragma once
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#include <atomic>
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#include <rex/graphics/pipeline/shader/dxbc.h>
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#include <rex/ui/d3d12/d3d12_provider.h>
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namespace rex::graphics::d3d12 {
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class D3D12Shader : public DxbcShader {
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public:
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class D3D12Translation : public DxbcTranslation {
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public:
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D3D12Translation(D3D12Shader& shader, uint64_t modification)
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: DxbcTranslation(shader, modification) {}
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void DisassembleDxbcAndDxil(const ui::d3d12::D3D12Provider& provider, bool disassemble_dxbc,
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IDxbcConverter* dxbc_converter = nullptr,
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IDxcUtils* dxc_utils = nullptr,
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IDxcCompiler* dxc_compiler = nullptr);
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};
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D3D12Shader(xenos::ShaderType shader_type, uint64_t ucode_data_hash, const uint32_t* ucode_dwords,
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size_t ucode_dword_count, std::endian ucode_source_endian = std::endian::big);
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// For owning subsystem like the pipeline cache, accessors for unique
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// identifiers (used instead of hashes to make sure collisions can't happen)
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// of binding layouts used by the shader, for invalidation if a shader with an
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// incompatible layout was bound.
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size_t GetTextureBindingLayoutUserUID() const { return texture_binding_layout_user_uid_; }
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size_t GetSamplerBindingLayoutUserUID() const { return sampler_binding_layout_user_uid_; }
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// Modifications of the same shader can be translated on different threads.
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// The "set" function must only be called if "enter" returned true - these are
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// set up only once.
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bool EnterBindingLayoutUserUIDSetup() { return !binding_layout_user_uids_set_up_.test_and_set(); }
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void SetTextureBindingLayoutUserUID(size_t uid) { texture_binding_layout_user_uid_ = uid; }
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void SetSamplerBindingLayoutUserUID(size_t uid) { sampler_binding_layout_user_uid_ = uid; }
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protected:
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Translation* CreateTranslationInstance(uint64_t modification) override;
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private:
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std::atomic_flag binding_layout_user_uids_set_up_ = ATOMIC_FLAG_INIT;
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size_t texture_binding_layout_user_uid_ = 0;
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size_t sampler_binding_layout_user_uid_ = 0;
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};
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} // namespace rex::graphics::d3d12
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