2019-11-30 21:53:09 -05:00
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using Ryujinx.Graphics.Shader;
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using Ryujinx.Graphics.Shader.Translation;
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2018-05-17 14:25:42 -04:00
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using System;
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using System.IO;
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2020-05-05 21:02:28 -04:00
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using System.Runtime.InteropServices;
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2018-05-17 14:25:42 -04:00
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2018-06-10 20:46:42 -04:00
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namespace Ryujinx.ShaderTools
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2018-05-17 14:25:42 -04:00
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{
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class Program
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{
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2020-05-05 21:02:28 -04:00
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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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static void Main(string[] args)
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{
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if (args.Length == 1 || args.Length == 2)
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2018-05-17 14:25:42 -04:00
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{
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TranslationFlags flags = TranslationFlags.DebugMode;
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2018-05-17 14:25:42 -04:00
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2019-10-13 02:02:07 -04:00
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if (args.Length == 2 && args[0] == "--compute")
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{
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flags |= TranslationFlags.Compute;
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2018-05-17 14:25:42 -04:00
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}
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2020-01-01 18:26:13 -05:00
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byte[] data = File.ReadAllBytes(args[^1]);
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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
2019-04-17 19:57:08 -04:00
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2020-11-12 18:15:34 -05:00
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string code = Translator.CreateContext(0, new GpuAccessor(data), flags).Translate(out _).Code;
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2018-05-17 14:25:42 -04:00
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2019-10-13 02:02:07 -04:00
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Console.WriteLine(code);
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2018-05-17 14:25:42 -04:00
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}
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else
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{
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2019-10-13 02:02:07 -04:00
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Console.WriteLine("Usage: Ryujinx.ShaderTools [--compute] shader.bin");
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2018-05-17 14:25:42 -04:00
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}
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}
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}
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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
2019-04-17 19:57:08 -04:00
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}
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