mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-11-20 04:26:33 +00:00
3e6e0e4afa
* 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
149 lines
4.8 KiB
C#
149 lines
4.8 KiB
C#
using CommandLine;
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using Ryujinx.Graphics.Shader;
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using Ryujinx.Graphics.Shader.Translation;
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using System;
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using System.IO;
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using System.Runtime.InteropServices;
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namespace Ryujinx.ShaderTools
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{
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class Program
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{
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private class GpuAccessor : IGpuAccessor
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{
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private const int DefaultArrayLength = 32;
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private readonly byte[] _data;
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private int _texturesCount;
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private int _imagesCount;
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public GpuAccessor(byte[] data)
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{
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_data = data;
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_texturesCount = 0;
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_imagesCount = 0;
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}
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public int CreateConstantBufferBinding(int index)
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{
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return index + 1;
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}
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public int CreateImageBinding(int count, bool isBuffer)
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{
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int binding = _imagesCount;
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_imagesCount += count;
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return binding;
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}
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public int CreateStorageBufferBinding(int index)
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{
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return index;
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}
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public int CreateTextureBinding(int count, bool isBuffer)
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{
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int binding = _texturesCount;
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_texturesCount += count;
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return binding;
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}
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public ReadOnlySpan<ulong> GetCode(ulong address, int minimumSize)
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{
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return MemoryMarshal.Cast<byte, ulong>(new ReadOnlySpan<byte>(_data)[(int)address..]);
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}
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public int QueryTextureArrayLengthFromBuffer(int slot)
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{
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return DefaultArrayLength;
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}
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}
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private class Options
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{
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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("vertex-as-compute", Required = false, Default = false, HelpText = "Indicate that the shader is a vertex shader and should be converted to compute.")]
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public bool VertexAsCompute { get; set; }
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[Option("vertex-passthrough", Required = false, Default = false, HelpText = "Indicate that the shader is a vertex passthrough shader for compute output.")]
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public bool VertexPassthrough { 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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{
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flags |= TranslationFlags.Compute;
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}
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byte[] data = File.ReadAllBytes(options.InputPath);
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TranslationOptions translationOptions = new(options.TargetLanguage, options.TargetApi, flags);
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TranslatorContext translatorContext = Translator.CreateContext(0, new GpuAccessor(data), translationOptions);
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ShaderProgram program;
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if (options.VertexPassthrough)
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{
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program = translatorContext.GenerateVertexPassthroughForCompute();
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}
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else
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{
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program = translatorContext.Translate(options.VertexAsCompute);
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}
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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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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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}
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else
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{
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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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}
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}
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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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}
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}
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