6b23a2c125
* 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
43 lines
No EOL
1.3 KiB
C#
43 lines
No EOL
1.3 KiB
C#
using Ryujinx.Graphics.Gal;
|
|
using Ryujinx.Graphics.Shader;
|
|
using Ryujinx.Graphics.Shader.Translation;
|
|
using System;
|
|
using System.IO;
|
|
|
|
namespace Ryujinx.ShaderTools
|
|
{
|
|
class Program
|
|
{
|
|
static void Main(string[] args)
|
|
{
|
|
if (args.Length == 2)
|
|
{
|
|
GalShaderType type = GalShaderType.Vertex;
|
|
|
|
switch (args[0].ToLower())
|
|
{
|
|
case "v": type = GalShaderType.Vertex; break;
|
|
case "tc": type = GalShaderType.TessControl; break;
|
|
case "te": type = GalShaderType.TessEvaluation; break;
|
|
case "g": type = GalShaderType.Geometry; break;
|
|
case "f": type = GalShaderType.Fragment; break;
|
|
}
|
|
|
|
using (FileStream fs = new FileStream(args[1], FileMode.Open, FileAccess.Read))
|
|
{
|
|
Memory mem = new Memory(fs);
|
|
|
|
ShaderConfig config = new ShaderConfig(type, 65536);
|
|
|
|
string code = Translator.Translate(mem, 0, config).Code;
|
|
|
|
Console.WriteLine(code);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Console.WriteLine("Usage: Ryujinx.ShaderTools [v|tc|te|g|f] shader.bin");
|
|
}
|
|
}
|
|
}
|
|
} |