Ryujinx-uplift/Ryujinx.Graphics.Gpu/Shader/ShaderDumper.cs

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C#
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using System;
using System.IO;
namespace Ryujinx.Graphics.Gpu.Shader
{
/// <summary>
/// Shader dumper, writes binary shader code to disk.
/// </summary>
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class ShaderDumper
{
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private string _runtimeDir;
private string _dumpPath;
/// <summary>
/// Current index of the shader dump binary file.
/// This is incremented after each save, in order to give unique names to the files.
/// </summary>
public int CurrentDumpIndex { get; private set; }
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/// <summary>
/// Creates a new instance of the shader dumper.
/// </summary>
public ShaderDumper()
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{
CurrentDumpIndex = 1;
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}
/// <summary>
/// Dumps shader code to disk.
/// </summary>
/// <param name="code">Code to be dumped</param>
/// <param name="compute">True for compute shader code, false for graphics shader code</param>
/// <param name="fullPath">Output path for the shader code with header included</param>
/// <param name="codePath">Output path for the shader code without header</param>
public void Dump(byte[] code, bool compute, out string fullPath, out string codePath)
{
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_dumpPath = GraphicsConfig.ShadersDumpPath;
if (string.IsNullOrWhiteSpace(_dumpPath))
{
fullPath = null;
codePath = null;
return;
}
string fileName = "Shader" + CurrentDumpIndex.ToString("d4") + ".bin";
fullPath = Path.Combine(FullDir(), fileName);
codePath = Path.Combine(CodeDir(), fileName);
CurrentDumpIndex++;
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using MemoryStream stream = new MemoryStream(code);
BinaryReader codeReader = new BinaryReader(stream);
using FileStream fullFile = File.Create(fullPath);
using FileStream codeFile = File.Create(codePath);
BinaryWriter fullWriter = new BinaryWriter(fullFile);
BinaryWriter codeWriter = new BinaryWriter(codeFile);
int headerSize = compute ? 0 : 0x50;
fullWriter.Write(codeReader.ReadBytes(headerSize));
byte[] temp = codeReader.ReadBytes(code.Length - headerSize);
fullWriter.Write(temp);
codeWriter.Write(temp);
// Align to meet nvdisasm requirements.
while (codeFile.Length % 0x20 != 0)
{
codeWriter.Write(0);
}
}
/// <summary>
/// Returns the output directory for shader code with header.
/// </summary>
/// <returns>Directory path</returns>
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private string FullDir()
{
return CreateAndReturn(Path.Combine(DumpDir(), "Full"));
}
/// <summary>
/// Returns the output directory for shader code without header.
/// </summary>
/// <returns>Directory path</returns>
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private string CodeDir()
{
return CreateAndReturn(Path.Combine(DumpDir(), "Code"));
}
/// <summary>
/// Returns the full output directory for the current shader dump.
/// </summary>
/// <returns>Directory path</returns>
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private string DumpDir()
{
if (string.IsNullOrEmpty(_runtimeDir))
{
int index = 1;
do
{
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_runtimeDir = Path.Combine(_dumpPath, "Dumps" + index.ToString("d2"));
index++;
}
while (Directory.Exists(_runtimeDir));
Directory.CreateDirectory(_runtimeDir);
}
return _runtimeDir;
}
/// <summary>
/// Creates a new specified directory if needed.
/// </summary>
/// <param name="dir">The directory to create</param>
/// <returns>The same directory passed to the method</returns>
private static string CreateAndReturn(string dir)
{
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Directory.CreateDirectory(dir);
return dir;
}
}
}