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Rodrigo Todescatto 2024-09-10 16:49:53 -03:00 committed by GitHub
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commit 6e0e7148ca
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8 changed files with 8144 additions and 90 deletions

112
dlls/xg_x/Exports.def Normal file
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LIBRARY xg_x
EXPORTS
ADDR_PIPES = d3d_addr_pipes @1
ADDR_BANKS = d3d_addr_banks @2
ADDR_GROUP_BYTES = d3d_addr_group_bytes @3
ADDR_SWAP_GROUPS = d3d_addr_swap_groups @4
ADDR_SAMPLE_BYTES = d3d_addr_sample_bytes @5
ADDR_ELEM_BITS = d3d_addr_elem_bits @6
ADDR_PITCH = d3d_addr_pitch @7
ADDR_HEIGHT = d3d_addr_height @8
ADDR_EXTENT = d3d_addr_extent @9
ADDR_FRAGMENTS = d3d_addr_fragments @10
ADDR_PITCH_ORIGIN = d3d_addr_pitch_origin @11
ADDR_HEIGHT_ORIGIN = d3d_addr_height_origin @12
ADDR_EXTENT_ORIGIN = d3d_addr_height_origin @13
ADDR_FRAGMENTS_ORIGIN = d3d_addr_fragments_origin @14
ADDR_PITCH_PADDING = d3d_addr_pitch_padding @15
ADDR_HEIGHT_PADDING = d3d_addr_height_padding @16
ADDR_EXTENT_PADDING = d3d_addr_extent_padding @17
ADDR_FRAGMENTS_PADDING = d3d_addr_fragments_padding @18
ADDR_PITCH_ALIGN = d3d_addr_pitch_allign @19
ADDR_HEIGHT_ALIGN = d3d_addr_height_align @20
ADDR_EXTENT_ALIGN = d3d_addr_extent_align @21
ADDR_FRAGMENTS_ALIGN = d3d_addr_fragments_align @22
ADDR_BASE_ADDR = d3d_addr_base_addr @23
ADDR_ARRAY_MODE = d3d_addr_array_mode @24
ADDR_ROTATION = d3d_addr_rotation @25
ADDR_SWIZZLE = d3d_addr_swizzle @26
ADDR_ARRAY_CONFIG = d3d_addr_array_config @27
ADDR_ENDIAN_XOR = d3d_addr_endian_xor @28
ADDR_TILE_BASE = d3d_addr_tile_base @29
ADDR_TILE_PAD = d3d_addr_tile_pad @30
ADDR_TILE_SLICES = d3d_addr_tile_slices @31
ADDR_TILE_SIZE = d3d_addr_tile_size @32
ADDR_COMPACT_ENABLE = d3d_addr_compact_enable @33
ADDR_SUPER_TILING_ENABLE = d3d_addr_super_tiling_enable @34
ADDR_SUPER_TILE_WIDTH_RATIO = d3d_addr_super_tile_width_ratio @35
ADDR_SUPER_TILE_HEIGHT_RATIO = d3d_addr_super_tile_height_ratio @36
ADDR_COMPACT_SMALL_X = d3d_addr_compact_small_X @37
ADDR_COMPACT_SMALL_Y = d3d_addr_compact_small_Y @38
ADDR_COMPACT_LARGE_X = d3d_addr_compact_large_X @39
ADDR_COMPACT_LARGE_Y = d3d_addr_compact_large_Y @40
ADDR_MACRO_WIDTH = d3d_addr_macro_width @41
ADDR_MACRO_HEIGHT = d3d_addr_macro_height @42
ADDR_NUM_CORES = d3d_addr_num_cores @43
ADDR_CORE_TILE_SIZE = d3d_addr_core_tile_size @44
ADDR_NUM_CHIPS = d3d_addr_num_chips @45
ADDR_CHIP_TILE_WIDTH = d3d_addr_chip_tile_width @46
ADDR_CHIP_TILE_HEIGHT = d3d_addr_chip_tile_height @47
ADDR_BANK_WIDTH = d3d_addr_bank_width @48
ADDR_BANK_HEIGHT = d3d_addr_bank_height @49
ADDR_MACRO_TILE_ASPECT = d3d_addr_macro_tile_aspect @50
ADDR_SPLIT_SIZE = d3d_addr_split_size @51
ADDR_BANK_INTERLEAVE_SIZE = d3d_addr_bank_interleave_size @52
ADDR_BANK_ROTATION = d3d_addr_bank_rotation @53
ADDR_PIPE_ROTATION = d3d_addr_pipe_rotation @54
ADDR_BANK_SWIZZLE = d3d_addr_bank_swizzle @55
ADDR_PIPE_SWIZZLE = d3d_addr_pipe_swizzle @56
ADDR_IS_DISPLAYABLE = d3d_addr_is_displayable @57
ADDR_TILE_SPLIT_ROTATION = d3d_addr_tile_split_rotation @58
ADDR_ROW_SIZE = d3d_addr_row_size @59
ADDR_NUM_LOWER_PIPES = d3d_addr_num_lower_pipes @60
ADDR_ADDR5_SWIZZLE = d3d_addr_addr5_swizzle @61
ADDR_MICRO_TILEMODE = d3d_addr_micro_tilemode @62
ADDR_PIPE_CONFIG = d3d_addr_pipe_config @63
ADDR_HASH_EN = d3d_addr_hash_en @64
ADDR_HASH_CHNLBITS = d3d_addr_hash_chnlbits @65
ADDR_HASH_BANKBITS = d3d_addr_hash_bankbits @66
ADDR_HASH_CHNLXORCOUNT = d3d_addr_hash_chnlxorcount @67
ADDR_HASH_BANKXORCOUNT = d3d_addr_hash_bankxorcount @68
ADDR_INVALID = d3d_addr_invalid @69
ADDR_LINEAR_R5XX = d3d_addr_linear_r5xx @70
ADDR_2D_EDRAMC_R5XX = d3d_addr_2d_edramc_r5xx @71
ADDR_2D_EDRAMZ_R5XX = d3d_addr_2d_edramz_r5xx @72
ADDR_2D_TILED_R5XX = d3d_addr_2d_tiled_r5xx @73
ADDR_3D_TILED_R5XX = d3d_addr_3d_tiled_r5xx @74
ADDR_LINEAR_YAMA = d3d_addr_linear_yama @75
ADDR_TILED_YAMA = d3d_addr_tiled_yama @76
ADDR_EDRAM_CHUNK_1 = d3d_addr_edram_chunk_1 @77
ADDR_EDRAM_CHUNK_2 = d3d_addr_edram_chunk_2 @78
ADDR_EDRAM_CHUNK_4 = d3d_addr_edram_chunk_4 @79
ADDR_EDRAM_CHUNK_8 = d3d_addr_edram_chunk_8 @80
ADDR_EDRAM_CHUNK_16 = d3d_addr_edram_chunk_16 @81
ADDR_MICRO_ONLY_R3XX = d3d_addr_micro_only_r3xx @82
ADDR_MACRO_ONLY_R3XX = d3d_addr_macro_only_r3xx @83
ADDR_MACRO_MICRO_R3XX = d3d_addr_macro_micro_r3xx @84
ADDR_LINEAR_GENERAL = d3d_addr_linear_general @85
ADDR_LINEAR_ALIGNED = d3d_addr_linear_aligned @86
ADDR_COLOR_1D_THIN1 = d3d_addr_color_1d_thin1 @87
ADDR_COLOR_1D_THICK = d3d_addr_color_1d_thick @88
ADDR_COLOR_2D_THIN1 = d3d_addr_color_2d_thin1 @89
ADDR_COLOR_2D_THIN2 = d3d_addr_color_2d_thin2 @90
ADDR_DEPTH_2D_THIN4 = d3d_addr_depth_2d_thin4 @91
ADDR_DEPTH_2D_THICK = d3d_addr_depth_2d_thick @92
ADDR_COLOR_2D_XTHICK = d3d_addr_color_2d_xthick @93
ADDR_DEPTH_2D_XTHICK = d3d_addr_depth_2d_xthick @94
ADDR_COLOR_POWER_SAVE = d3d_addr_color_power_save @95
ADDR_TILEDATA_CMASK = d3d_addr_tiledata_cmask @96
ADDR_TILEDATA_HTILE = d3d_addr_tiledata_htile @97
ADDR_PRT_COLOR_2D_THIN1 = d3d_addr_prt_color_2d_thin1 @98
ADDR_PRT_COLOR_2D_THICK = d3d_addr_prt_color_2d_thick @99
ADDR_PRT_DEPTH_2D_THIN1 = d3d_addr_prt_depth_2d_thin1 @100
ADDR_PRT_DEPTH_2D_THICK = d3d_addr_prt_depth_2d_thick @101
ADDR_PRT_COLOR_THIN1 = d3d_addr_prt_color_thin1 @102
ADDR_PRT_COLOR_THICK = d3d_addr_prt_color_thick @103
ADDR_PRT_DEPTH_THIN1 = d3d_addr_prt_depth_thin1 @104
ADDR_PRT_DEPTH_THICK = d3d_addr_prt_depth_thick @105
ADDR_1D_LINEAR_ALT = d3d_addr_1d_linear_alt @106
ADDR_2D_LINEAR_ALT = d3d_addr_2d_linear_alt @107
ADDR_3D_LINEAR_ALT = d3d_addr_3d_linear_alt @108
ADDR_2D_TILED_ALT = d3d_addr_2d_tiled_alt @109
ADDR_3D_TILED_ALT = d3d_addr_3d_tiled_alt @110

7778
dlls/xg_x/d3dkmddi.h Normal file

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6
dlls/xg_x/framework.h Normal file
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#pragma once
#define WIN32_LEAN_AND_MEAN // Exclude rarely-used stuff from Windows headers
// Windows Header Files
#include <windows.h>
#include <winternl.h>

5
dlls/xg_x/pch.cpp Normal file
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// pch.cpp: source file corresponding to the pre-compiled header
#include "pch.h"
// When you are using pre-compiled headers, this source file is necessary for compilation to succeed.

14
dlls/xg_x/pch.h Normal file
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#pragma once
// pch.h: This is a precompiled header file.
// Files listed below are compiled only once, improving build performance for future builds.
// This also affects IntelliSense performance, including code completion and many code browsing features.
// However, files listed here are ALL re-compiled if any one of them is updated between builds.
// Do not add files here that you will be updating frequently as this negates the performance advantage.
#ifndef PCH_H
#define PCH_H
// add headers that you want to pre-compile here
#include "framework.h"
#endif //PCH_H

40
dlls/xg_x/xg_x.cpp Normal file
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#include "pch.h"
#include "framework.h"
#include "d3dkmddi.h"
//xg stands for "Xbox Graphics".
_int64 d3d_addr_pipes(_int64* pipe)
{
BOOL CreatePipe(
PHANDLE hReadPipe,
PHANDLE hWritePipe,
LPSECURITY_ATTRIBUTES lpPipeAttributes,
DWORD nSize
);
//doesn't need to return something since the CreatePipe() already returns a value.
}
_int64 d3d_addr_banks()
{
typedef struct _DXGK_SEGMENTDESCRIPTOR {
PHYSICAL_ADDRESS BaseAddress;
PHYSICAL_ADDRESS CpuTranslatedAddress;
SIZE_T Size;
UINT NbOfBanks;
SIZE_T* pBankRangeTable;
SIZE_T CommitLimit;
DXGK_SEGMENTFLAGS Flags;
} DXGK_SEGMENTDESCRIPTOR;
DXGKDDI_CREATEALLOCATION DxgkddiCreateallocation;
NTSTATUS DxgkddiCreateallocation(
IN_CONST_HANDLE hAdapter,
INOUT_PDXGKARG_CREATEALLOCATION pCreateAllocation
);
}

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@ -1,89 +1,176 @@
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