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b8eb6abecc
* Refactor shader GPU state and memory access * Fix NVDEC project build * Address PR feedback and add missing XML comments
132 lines
4.0 KiB
C#
132 lines
4.0 KiB
C#
using System;
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using System.IO;
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namespace Ryujinx.Graphics.Gpu.Shader
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{
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/// <summary>
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/// Shader dumper, writes binary shader code to disk.
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/// </summary>
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class ShaderDumper
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{
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private string _runtimeDir;
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private string _dumpPath;
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/// <summary>
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/// Current index of the shader dump binary file.
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/// This is incremented after each save, in order to give unique names to the files.
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/// </summary>
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public int CurrentDumpIndex { get; private set; }
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/// <summary>
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/// Creates a new instance of the shader dumper.
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/// </summary>
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public ShaderDumper()
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{
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CurrentDumpIndex = 1;
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}
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/// <summary>
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/// Dumps shader code to disk.
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/// </summary>
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/// <param name="code">Code to be dumped</param>
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/// <param name="compute">True for compute shader code, false for graphics shader code</param>
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/// <param name="fullPath">Output path for the shader code with header included</param>
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/// <param name="codePath">Output path for the shader code without header</param>
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public void Dump(byte[] code, bool compute, out string fullPath, out string codePath)
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{
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_dumpPath = GraphicsConfig.ShadersDumpPath;
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if (string.IsNullOrWhiteSpace(_dumpPath))
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{
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fullPath = null;
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codePath = null;
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return;
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}
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string fileName = "Shader" + CurrentDumpIndex.ToString("d4") + ".bin";
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fullPath = Path.Combine(FullDir(), fileName);
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codePath = Path.Combine(CodeDir(), fileName);
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CurrentDumpIndex++;
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using MemoryStream stream = new MemoryStream(code);
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BinaryReader codeReader = new BinaryReader(stream);
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using FileStream fullFile = File.Create(fullPath);
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using FileStream codeFile = File.Create(codePath);
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BinaryWriter fullWriter = new BinaryWriter(fullFile);
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BinaryWriter codeWriter = new BinaryWriter(codeFile);
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int headerSize = compute ? 0 : 0x50;
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fullWriter.Write(codeReader.ReadBytes(headerSize));
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byte[] temp = codeReader.ReadBytes(code.Length - headerSize);
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fullWriter.Write(temp);
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codeWriter.Write(temp);
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// Align to meet nvdisasm requirements.
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while (codeFile.Length % 0x20 != 0)
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{
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codeWriter.Write(0);
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}
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}
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/// <summary>
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/// Returns the output directory for shader code with header.
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/// </summary>
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/// <returns>Directory path</returns>
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private string FullDir()
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{
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return CreateAndReturn(Path.Combine(DumpDir(), "Full"));
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}
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/// <summary>
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/// Returns the output directory for shader code without header.
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/// </summary>
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/// <returns>Directory path</returns>
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private string CodeDir()
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{
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return CreateAndReturn(Path.Combine(DumpDir(), "Code"));
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}
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/// <summary>
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/// Returns the full output directory for the current shader dump.
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/// </summary>
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/// <returns>Directory path</returns>
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private string DumpDir()
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{
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if (string.IsNullOrEmpty(_runtimeDir))
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{
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int index = 1;
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do
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{
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_runtimeDir = Path.Combine(_dumpPath, "Dumps" + index.ToString("d2"));
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index++;
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}
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while (Directory.Exists(_runtimeDir));
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Directory.CreateDirectory(_runtimeDir);
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}
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return _runtimeDir;
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}
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/// <summary>
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/// Creates a new specified directory if needed.
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/// </summary>
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/// <param name="dir">The directory to create</param>
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/// <returns>The same directory passed to the method</returns>
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private static string CreateAndReturn(string dir)
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{
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Directory.CreateDirectory(dir);
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return dir;
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}
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}
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} |