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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 ;
using System.IO ;
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using System.Runtime.InteropServices ;
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namespace Ryujinx.ShaderTools
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{
class Program
{
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private class GpuAccessor : IGpuAccessor
{
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private const int DefaultArrayLength = 32 ;
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private readonly byte [ ] _data ;
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private int _texturesCount ;
private int _imagesCount ;
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public GpuAccessor ( byte [ ] data )
{
_data = data ;
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_texturesCount = 0 ;
_imagesCount = 0 ;
}
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public SetBindingPair CreateConstantBufferBinding ( int index )
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{
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return new SetBindingPair ( 0 , index + 1 ) ;
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}
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public SetBindingPair CreateImageBinding ( int count , bool isBuffer )
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{
int binding = _imagesCount ;
_imagesCount + = count ;
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return new SetBindingPair ( 3 , binding ) ;
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}
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public SetBindingPair CreateStorageBufferBinding ( int index )
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{
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return new SetBindingPair ( 1 , index ) ;
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}
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public SetBindingPair CreateTextureBinding ( int count , bool isBuffer )
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{
int binding = _texturesCount ;
_texturesCount + = count ;
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return new SetBindingPair ( 2 , 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 QuerySamplerArrayLengthFromPool ( )
{
return DefaultArrayLength ;
}
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public int QueryTextureArrayLengthFromBuffer ( int slot )
{
return DefaultArrayLength ;
}
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public int QueryTextureArrayLengthFromPool ( )
{
return DefaultArrayLength ;
}
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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.")]
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.")]
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 ; }
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[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 )
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{
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flags | = TranslationFlags . Compute ;
}
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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 ;
if ( options . VertexPassthrough )
{
program = translatorContext . GenerateVertexPassthroughForCompute ( ) ;
}
else
{
program = translatorContext . Translate ( options . VertexAsCompute ) ;
}
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
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if ( options . OutputPath = = null )
{
if ( program . BinaryCode ! = null )
{
using Stream outputStream = Console . OpenStandardOutput ( ) ;
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outputStream . Write ( program . BinaryCode ) ;
}
else
{
Console . WriteLine ( program . Code ) ;
}
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}
else
{
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if ( program . BinaryCode ! = null )
{
File . WriteAllBytes ( options . OutputPath , program . BinaryCode ) ;
}
else
{
File . WriteAllText ( options . OutputPath , program . Code ) ;
}
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}
}
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static void Main ( string [ ] args )
{
Parser . Default . ParseArguments < Options > ( args )
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. WithParsed ( options = > HandleArguments ( options ) )
. WithNotParsed ( errors = > errors . Output ( ) ) ;
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}
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}
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}