Ryujinx/src/Ryujinx.ShaderTools/Program.cs
gdkchan 3e6e0e4afa
Add support for large sampler arrays on Vulkan (#6489)
* Add support for large sampler arrays on Vulkan

* Shader cache version bump

* Format whitespace

* Move DescriptorSetManager to PipelineLayoutCacheEntry to allow different pool sizes per layout

* Handle array textures with different types on the same buffer

* Somewhat better caching system

* Avoid useless buffer data modification checks

* Move redundant bindings update checking to the backend

* Fix an issue where texture arrays would get the same bindings across stages on Vulkan

* Backport some fixes from part 2

* Fix typo

* PR feedback

* Format whitespace

* Add some missing XML docs
2024-04-07 18:25:55 -03:00

149 lines
4.8 KiB
C#

using CommandLine;
using Ryujinx.Graphics.Shader;
using Ryujinx.Graphics.Shader.Translation;
using System;
using System.IO;
using System.Runtime.InteropServices;
namespace Ryujinx.ShaderTools
{
class Program
{
private class GpuAccessor : IGpuAccessor
{
private const int DefaultArrayLength = 32;
private readonly byte[] _data;
private int _texturesCount;
private int _imagesCount;
public GpuAccessor(byte[] data)
{
_data = data;
_texturesCount = 0;
_imagesCount = 0;
}
public int CreateConstantBufferBinding(int index)
{
return index + 1;
}
public int CreateImageBinding(int count, bool isBuffer)
{
int binding = _imagesCount;
_imagesCount += count;
return binding;
}
public int CreateStorageBufferBinding(int index)
{
return index;
}
public int CreateTextureBinding(int count, bool isBuffer)
{
int binding = _texturesCount;
_texturesCount += count;
return binding;
}
public ReadOnlySpan<ulong> GetCode(ulong address, int minimumSize)
{
return MemoryMarshal.Cast<byte, ulong>(new ReadOnlySpan<byte>(_data)[(int)address..]);
}
public int QueryTextureArrayLengthFromBuffer(int slot)
{
return DefaultArrayLength;
}
}
private class Options
{
[Option("compute", Required = false, Default = false, HelpText = "Indicate that the shader is a compute shader.")]
public bool Compute { get; set; }
[Option("vertex-as-compute", Required = false, Default = false, HelpText = "Indicate that the shader is a vertex shader and should be converted to compute.")]
public bool VertexAsCompute { get; set; }
[Option("vertex-passthrough", Required = false, Default = false, HelpText = "Indicate that the shader is a vertex passthrough shader for compute output.")]
public bool VertexPassthrough { get; set; }
[Option("target-language", Required = false, Default = TargetLanguage.Glsl, HelpText = "Indicate the target shader language to use.")]
public TargetLanguage TargetLanguage { get; set; }
[Option("target-api", Required = false, Default = TargetApi.OpenGL, HelpText = "Indicate the target graphics api to use.")]
public TargetApi TargetApi { get; set; }
[Value(0, MetaName = "input", HelpText = "Binary Maxwell shader input path.", Required = true)]
public string InputPath { get; set; }
[Value(1, MetaName = "output", HelpText = "Decompiled shader output path.", Required = false)]
public string OutputPath { get; set; }
}
static void HandleArguments(Options options)
{
TranslationFlags flags = TranslationFlags.DebugMode;
if (options.Compute)
{
flags |= TranslationFlags.Compute;
}
byte[] data = File.ReadAllBytes(options.InputPath);
TranslationOptions translationOptions = new(options.TargetLanguage, options.TargetApi, flags);
TranslatorContext translatorContext = Translator.CreateContext(0, new GpuAccessor(data), translationOptions);
ShaderProgram program;
if (options.VertexPassthrough)
{
program = translatorContext.GenerateVertexPassthroughForCompute();
}
else
{
program = translatorContext.Translate(options.VertexAsCompute);
}
if (options.OutputPath == null)
{
if (program.BinaryCode != null)
{
using Stream outputStream = Console.OpenStandardOutput();
outputStream.Write(program.BinaryCode);
}
else
{
Console.WriteLine(program.Code);
}
}
else
{
if (program.BinaryCode != null)
{
File.WriteAllBytes(options.OutputPath, program.BinaryCode);
}
else
{
File.WriteAllText(options.OutputPath, program.Code);
}
}
}
static void Main(string[] args)
{
Parser.Default.ParseArguments<Options>(args)
.WithParsed(options => HandleArguments(options))
.WithNotParsed(errors => errors.Output());
}
}
}