using Ryujinx.Graphics.Shader.Translation;
using System;
using System.IO;
namespace Ryujinx.Graphics.Gpu.Shader
{
///
/// Shader dumper, writes binary shader code to disk.
///
class ShaderDumper
{
private string _runtimeDir;
private string _dumpPath;
private int _dumpIndex;
public int CurrentDumpIndex => _dumpIndex;
public ShaderDumper()
{
_dumpIndex = 1;
}
///
/// Dumps shader code to disk.
///
/// Code to be dumped
/// True for compute shader code, false for graphics shader code
/// Output path for the shader code with header included
/// Output path for the shader code without header
public void Dump(ReadOnlySpan code, bool compute, out string fullPath, out string codePath)
{
_dumpPath = GraphicsConfig.ShadersDumpPath;
if (string.IsNullOrWhiteSpace(_dumpPath))
{
fullPath = null;
codePath = null;
return;
}
string fileName = "Shader" + _dumpIndex.ToString("d4") + ".bin";
fullPath = Path.Combine(FullDir(), fileName);
codePath = Path.Combine(CodeDir(), fileName);
_dumpIndex++;
code = Translator.ExtractCode(code, compute, out int headerSize);
using (MemoryStream stream = new MemoryStream(code.ToArray()))
{
BinaryReader codeReader = new BinaryReader(stream);
using (FileStream fullFile = File.Create(fullPath))
using (FileStream codeFile = File.Create(codePath))
{
BinaryWriter fullWriter = new BinaryWriter(fullFile);
BinaryWriter codeWriter = new BinaryWriter(codeFile);
fullWriter.Write(codeReader.ReadBytes(headerSize));
byte[] temp = codeReader.ReadBytes(code.Length - headerSize);
fullWriter.Write(temp);
codeWriter.Write(temp);
// Align to meet nvdisasm requirements.
while (codeFile.Length % 0x20 != 0)
{
codeWriter.Write(0);
}
}
}
}
///
/// Returns the output directory for shader code with header.
///
/// Directory path
private string FullDir()
{
return CreateAndReturn(Path.Combine(DumpDir(), "Full"));
}
///
/// Returns the output directory for shader code without header.
///
/// Directory path
private string CodeDir()
{
return CreateAndReturn(Path.Combine(DumpDir(), "Code"));
}
///
/// Returns the full output directory for the current shader dump.
///
/// Directory path
private string DumpDir()
{
if (string.IsNullOrEmpty(_runtimeDir))
{
int index = 1;
do
{
_runtimeDir = Path.Combine(_dumpPath, "Dumps" + index.ToString("d2"));
index++;
}
while (Directory.Exists(_runtimeDir));
Directory.CreateDirectory(_runtimeDir);
}
return _runtimeDir;
}
///
/// Creates a new specified directory if needed.
///
/// The directory to create
/// The same directory passed to the method
private static string CreateAndReturn(string dir)
{
Directory.CreateDirectory(dir);
return dir;
}
}
}