2021-07-18 12:49:39 +02:00
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using CommandLine;
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using Ryujinx.Graphics.Shader;
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2019-12-01 03:53:09 +01:00
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using Ryujinx.Graphics.Shader.Translation;
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2018-05-17 20:25:42 +02:00
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using System;
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using System.IO;
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2020-05-06 03:02:28 +02:00
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using System.Runtime.InteropServices;
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2018-05-17 20:25:42 +02:00
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2018-06-11 02:46:42 +02:00
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namespace Ryujinx.ShaderTools
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2018-05-17 20:25:42 +02:00
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{
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class Program
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{
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2020-05-06 03:02:28 +02:00
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private class GpuAccessor : IGpuAccessor
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{
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private readonly byte[] _data;
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public GpuAccessor(byte[] data)
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{
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_data = data;
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}
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public T MemoryRead<T>(ulong address) where T : unmanaged
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{
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return MemoryMarshal.Cast<byte, T>(new ReadOnlySpan<byte>(_data).Slice((int)address))[0];
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}
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}
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2021-07-18 12:49:39 +02:00
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private class Options
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2018-05-17 20:25:42 +02:00
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{
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2021-07-18 12:49:39 +02:00
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[Option("compute", Required = false, Default = false, HelpText = "Indicate that the shader is a compute shader.")]
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public bool Compute { get; set; }
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[Option("target-language", Required = false, Default = TargetLanguage.Glsl, HelpText = "Indicate the target shader language to use.")]
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public TargetLanguage TargetLanguage { get; set; }
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[Option("target-api", Required = false, Default = TargetApi.OpenGL, HelpText = "Indicate the target graphics api to use.")]
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public TargetApi TargetApi { get; set; }
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[Value(0, MetaName = "input", HelpText = "Binary Maxwell shader input path.", Required = true)]
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public string InputPath { get; set; }
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[Value(1, MetaName = "output", HelpText = "Decompiled shader output path.", Required = false)]
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public string OutputPath { get; set; }
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}
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static void HandleArguments(Options options)
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{
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TranslationFlags flags = TranslationFlags.DebugMode;
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if (options.Compute)
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2018-05-17 20:25:42 +02:00
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{
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2021-07-18 12:49:39 +02:00
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flags |= TranslationFlags.Compute;
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}
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2018-05-17 20:25:42 +02:00
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2021-07-18 12:49:39 +02:00
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byte[] data = File.ReadAllBytes(options.InputPath);
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TranslationOptions translationOptions = new TranslationOptions(options.TargetLanguage, options.TargetApi, flags);
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2018-05-17 20:25:42 +02:00
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2021-07-18 12:49:39 +02:00
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ShaderProgram program = Translator.CreateContext(0, new GpuAccessor(data), translationOptions).Translate(out _);
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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 01:57:08 +02:00
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2021-07-18 12:49:39 +02:00
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if (options.OutputPath == null)
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{
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if (program.BinaryCode != null)
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{
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using Stream outputStream = Console.OpenStandardOutput();
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2018-05-17 20:25:42 +02:00
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2021-07-18 12:49:39 +02:00
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outputStream.Write(program.BinaryCode);
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}
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else
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{
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Console.WriteLine(program.Code);
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}
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2018-05-17 20:25:42 +02:00
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}
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else
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{
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2021-07-18 12:49:39 +02:00
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if (program.BinaryCode != null)
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{
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File.WriteAllBytes(options.OutputPath, program.BinaryCode);
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}
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else
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{
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File.WriteAllText(options.OutputPath, program.Code);
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}
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2018-05-17 20:25:42 +02:00
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}
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}
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2021-07-18 12:49:39 +02:00
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static void Main(string[] args)
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{
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Parser.Default.ParseArguments<Options>(args)
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.WithParsed(options => HandleArguments(options))
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.WithNotParsed(errors => errors.Output());
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}
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2018-05-17 20:25:42 +02:00
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}
|
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 01:57:08 +02:00
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}
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