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GPU: Added a function to retrieve the active textures for a shader stage.
TODO: A shader may not use all of these textures at the same time, shader analysis should be performed to determine which textures are actually sampled.
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@ -12,6 +12,7 @@
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#include "common/common_funcs.h"
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#include "common/common_types.h"
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#include "video_core/memory_manager.h"
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#include "video_core/textures/texture.h"
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namespace Tegra {
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namespace Engines {
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@ -21,12 +22,6 @@ public:
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explicit Maxwell3D(MemoryManager& memory_manager);
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~Maxwell3D() = default;
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/// Write the value to the register identified by method.
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void WriteReg(u32 method, u32 value, u32 remaining_params);
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/// Uploads the code for a GPU macro program associated with the specified entry.
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void SubmitMacroCode(u32 entry, std::vector<u32> code);
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/// Register structure of the Maxwell3D engine.
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/// TODO(Subv): This structure will need to be made bigger as more registers are discovered.
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struct Regs {
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@ -430,6 +425,15 @@ public:
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State state{};
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/// Write the value to the register identified by method.
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void WriteReg(u32 method, u32 value, u32 remaining_params);
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/// Uploads the code for a GPU macro program associated with the specified entry.
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void SubmitMacroCode(u32 entry, std::vector<u32> code);
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/// Returns a list of enabled textures for the specified shader stage.
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std::vector<Texture::TICEntry> GetStageTextures(Regs::ShaderStage stage);
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private:
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MemoryManager& memory_manager;
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