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Ryujinx/Ryujinx.Graphics/Gal/ShaderDumper.cs
Alex Barney 1f554c1093 Do naming refactoring on Ryujinx.Graphics (#611)
* Renaming part 1

* Renaming part 2

* Renaming part 3

* Renaming part 4

* Renaming part 5

* Renaming part 6

* Renaming part 7

* Renaming part 8

* Renaming part 9

* Renaming part 10

* General cleanup

* Thought I got all of these

* Apply #595

* Additional renaming

* Tweaks from feedback

* Rename files
2019-03-04 12:45:25 +11:00

132 lines
No EOL
3.9 KiB
C#

using System;
using System.IO;
namespace Ryujinx.Graphics.Gal
{
static class ShaderDumper
{
private static string _runtimeDir;
public static int DumpIndex { get; private set; } = 1;
public static void Dump(IGalMemory memory, long position, GalShaderType type, string extSuffix = "")
{
if (!IsDumpEnabled())
{
return;
}
string fileName = "Shader" + DumpIndex.ToString("d4") + "." + ShaderExtension(type) + extSuffix + ".bin";
string fullPath = Path.Combine(FullDir(), fileName);
string codePath = Path.Combine(CodeDir(), fileName);
DumpIndex++;
using (FileStream fullFile = File.Create(fullPath))
using (FileStream codeFile = File.Create(codePath))
{
BinaryWriter fullWriter = new BinaryWriter(fullFile);
BinaryWriter codeWriter = new BinaryWriter(codeFile);
for (long i = 0; i < 0x50; i += 4)
{
fullWriter.Write(memory.ReadInt32(position + i));
}
long offset = 0;
ulong instruction = 0;
//Dump until a NOP instruction is found
while ((instruction >> 48 & 0xfff8) != 0x50b0)
{
uint word0 = (uint)memory.ReadInt32(position + 0x50 + offset + 0);
uint word1 = (uint)memory.ReadInt32(position + 0x50 + offset + 4);
instruction = word0 | (ulong)word1 << 32;
//Zero instructions (other kind of NOP) stop immediatly,
//this is to avoid two rows of zeroes
if (instruction == 0)
{
break;
}
fullWriter.Write(instruction);
codeWriter.Write(instruction);
offset += 8;
}
//Align to meet nvdisasm requeriments
while (offset % 0x20 != 0)
{
fullWriter.Write(0);
codeWriter.Write(0);
offset += 4;
}
}
}
public static bool IsDumpEnabled()
{
return !string.IsNullOrWhiteSpace(GraphicsConfig.ShadersDumpPath);
}
private static string FullDir()
{
return CreateAndReturn(Path.Combine(DumpDir(), "Full"));
}
private static string CodeDir()
{
return CreateAndReturn(Path.Combine(DumpDir(), "Code"));
}
private static string DumpDir()
{
if (string.IsNullOrEmpty(_runtimeDir))
{
int index = 1;
do
{
_runtimeDir = Path.Combine(GraphicsConfig.ShadersDumpPath, "Dumps" + index.ToString("d2"));
index++;
}
while (Directory.Exists(_runtimeDir));
Directory.CreateDirectory(_runtimeDir);
}
return _runtimeDir;
}
private static string CreateAndReturn(string dir)
{
if (!Directory.Exists(dir))
{
Directory.CreateDirectory(dir);
}
return dir;
}
private static string ShaderExtension(GalShaderType type)
{
switch (type)
{
case GalShaderType.Vertex: return "vert";
case GalShaderType.TessControl: return "tesc";
case GalShaderType.TessEvaluation: return "tese";
case GalShaderType.Geometry: return "geom";
case GalShaderType.Fragment: return "frag";
default: throw new ArgumentException(nameof(type));
}
}
}
}