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Ryujinx/src/Ryujinx.ShaderTools/Program.cs

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C#
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using CommandLine;
using Ryujinx.Graphics.Shader;
using Ryujinx.Graphics.Shader.Translation;
using System;
using System.IO;
using System.Runtime.InteropServices;
namespace Ryujinx.ShaderTools
{
class Program
{
private class GpuAccessor : IGpuAccessor
{
private const int DefaultArrayLength = 32;
private readonly byte[] _data;
private int _texturesCount;
private int _imagesCount;
public GpuAccessor(byte[] data)
{
_data = data;
_texturesCount = 0;
_imagesCount = 0;
}
public SetBindingPair CreateConstantBufferBinding(int index)
{
return new SetBindingPair(0, index + 1);
}
public SetBindingPair CreateImageBinding(int count, bool isBuffer)
{
int binding = _imagesCount;
_imagesCount += count;
return new SetBindingPair(3, binding);
}
public SetBindingPair CreateStorageBufferBinding(int index)
{
return new SetBindingPair(1, index);
}
public SetBindingPair CreateTextureBinding(int count, bool isBuffer)
{
int binding = _texturesCount;
_texturesCount += count;
return new SetBindingPair(2, binding);
}
public ReadOnlySpan<ulong> GetCode(ulong address, int minimumSize)
{
return MemoryMarshal.Cast<byte, ulong>(new ReadOnlySpan<byte>(_data)[(int)address..]);
}
public int QuerySamplerArrayLengthFromPool()
{
return DefaultArrayLength;
}
public int QueryTextureArrayLengthFromBuffer(int slot)
{
return DefaultArrayLength;
}
public int QueryTextureArrayLengthFromPool()
{
return DefaultArrayLength;
}
}
private class Options
{
[Option("compute", Required = false, Default = false, HelpText = "Indicate that the shader is a compute shader.")]
public bool Compute { get; set; }
[Option("vertex-as-compute", Required = false, Default = false, HelpText = "Indicate that the shader is a vertex shader and should be converted to compute.")]
public bool VertexAsCompute { get; set; }
[Option("vertex-passthrough", Required = false, Default = false, HelpText = "Indicate that the shader is a vertex passthrough shader for compute output.")]
public bool VertexPassthrough { get; set; }
[Option("target-language", Required = false, Default = TargetLanguage.Glsl, HelpText = "Indicate the target shader language to use.")]
public TargetLanguage TargetLanguage { get; set; }
[Option("target-api", Required = false, Default = TargetApi.OpenGL, HelpText = "Indicate the target graphics api to use.")]
public TargetApi TargetApi { get; set; }
[Value(0, MetaName = "input", HelpText = "Binary Maxwell shader input path.", Required = true)]
public string InputPath { get; set; }
[Value(1, MetaName = "output", HelpText = "Decompiled shader output path.", Required = false)]
public string OutputPath { get; set; }
}
static void HandleArguments(Options options)
{
TranslationFlags flags = TranslationFlags.DebugMode;
if (options.Compute)
{
flags |= TranslationFlags.Compute;
}
byte[] data = File.ReadAllBytes(options.InputPath);
TranslationOptions translationOptions = new(options.TargetLanguage, options.TargetApi, flags);
TranslatorContext translatorContext = Translator.CreateContext(0, new GpuAccessor(data), translationOptions);
ShaderProgram program;
if (options.VertexPassthrough)
{
program = translatorContext.GenerateVertexPassthroughForCompute();
}
else
{
program = translatorContext.Translate(options.VertexAsCompute);
}
New shader translator implementation (#654) * Start implementing a new shader translator * Fix shift instructions and a typo * Small refactoring on StructuredProgram, move RemovePhis method to a separate class * Initial geometry shader support * Implement TLD4 * Fix -- There's no negation on FMUL32I * Add constant folding and algebraic simplification optimizations, nits * Some leftovers from constant folding * Avoid cast for constant assignments * Add a branch elimination pass, and misc small fixes * Remove redundant branches, add expression propagation and other improvements on the code * Small leftovers -- add missing break and continue, remove unused properties, other improvements * Add null check to handle empty block cases on block visitor * Add HADD2 and HMUL2 half float shader instructions * Optimize pack/unpack sequences, some fixes related to half float instructions * Add TXQ, TLD, TLDS and TLD4S shader texture instructions, and some support for bindless textures, some refactoring on codegen * Fix copy paste mistake that caused RZ to be ignored on the AST instruction * Add workaround for conditional exit, and fix half float instruction with constant buffer * Add missing 0.0 source for TLDS.LZ variants * Simplify the switch for TLDS.LZ * Texture instructions related fixes * Implement the HFMA instruction, and some misc. fixes * Enable constant folding on UnpackHalf2x16 instructions * Refactor HFMA to use OpCode* for opcode decoding rather than on the helper methods * Remove the old shader translator * Remove ShaderDeclInfo and other unused things * Add dual vertex shader support * Add ShaderConfig, used to pass shader type and maximum cbuffer size * Move and rename some instruction enums * Move texture instructions into a separate file * Move operand GetExpression and locals management to OperandManager * Optimize opcode decoding using a simple list and binary search * Add missing condition for do-while on goto elimination * Misc. fixes on texture instructions * Simplify TLDS switch * Address PR feedback, and a nit
2019-04-18 00:57:08 +01:00
if (options.OutputPath == null)
{
if (program.BinaryCode != null)
{
using Stream outputStream = Console.OpenStandardOutput();
outputStream.Write(program.BinaryCode);
}
else
{
Console.WriteLine(program.Code);
}
}
else
{
if (program.BinaryCode != null)
{
File.WriteAllBytes(options.OutputPath, program.BinaryCode);
}
else
{
File.WriteAllText(options.OutputPath, program.Code);
}
}
}
static void Main(string[] args)
{
Parser.Default.ParseArguments<Options>(args)
.WithParsed(options => HandleArguments(options))
.WithNotParsed(errors => errors.Output());
}
}
}