suyu/src/video_core/shader/memory_util.h
ReinUsesLisp 9e87193725 video_core: Remove all Core::System references in renderer
Now that the GPU is initialized when video backends are initialized,
it's no longer needed to query components once the game is running: it
can be done when yuzu is booting.

This allows us to pass components between constructors and in the
process remove all Core::System references in the video backend.
2020-09-06 05:28:48 -03:00

43 lines
1.4 KiB
C++

// Copyright 2020 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <cstddef>
#include <vector>
#include "common/common_types.h"
#include "video_core/engines/maxwell_3d.h"
#include "video_core/engines/shader_type.h"
namespace Tegra {
class MemoryManager;
}
namespace VideoCommon::Shader {
using ProgramCode = std::vector<u64>;
constexpr u32 STAGE_MAIN_OFFSET = 10;
constexpr u32 KERNEL_MAIN_OFFSET = 0;
/// Gets the address for the specified shader stage program
GPUVAddr GetShaderAddress(Tegra::Engines::Maxwell3D& maxwell3d,
Tegra::Engines::Maxwell3D::Regs::ShaderProgram program);
/// Gets if the current instruction offset is a scheduler instruction
bool IsSchedInstruction(std::size_t offset, std::size_t main_offset);
/// Calculates the size of a program stream
std::size_t CalculateProgramSize(const ProgramCode& program, bool is_compute);
/// Gets the shader program code from memory for the specified address
ProgramCode GetShaderCode(Tegra::MemoryManager& memory_manager, GPUVAddr gpu_addr,
const u8* host_ptr, bool is_compute);
/// Hashes one (or two) program streams
u64 GetUniqueIdentifier(Tegra::Engines::ShaderType shader_type, bool is_a, const ProgramCode& code,
const ProgramCode& code_b = {});
} // namespace VideoCommon::Shader