diff options
author | gdkchan <gab.dark.100@gmail.com> | 2019-04-17 20:57:08 -0300 |
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committer | jduncanator <1518948+jduncanator@users.noreply.github.com> | 2019-04-18 09:57:08 +1000 |
commit | 6b23a2c125b9c48b5ebea92716004ef68698bb0f (patch) | |
tree | 69332df6fbbd8e2bddc522ba682fcc5c7a69e101 /Ryujinx.ShaderTools/Program.cs | |
parent | b2e88b04a85b41cc60af3485d88c90429e84a218 (diff) |
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
Diffstat (limited to 'Ryujinx.ShaderTools/Program.cs')
-rw-r--r-- | Ryujinx.ShaderTools/Program.cs | 31 |
1 files changed, 15 insertions, 16 deletions
diff --git a/Ryujinx.ShaderTools/Program.cs b/Ryujinx.ShaderTools/Program.cs index 77aba0ab..e763e2c1 100644 --- a/Ryujinx.ShaderTools/Program.cs +++ b/Ryujinx.ShaderTools/Program.cs @@ -1,5 +1,6 @@ using Ryujinx.Graphics.Gal; -using Ryujinx.Graphics.Gal.Shader; +using Ryujinx.Graphics.Shader; +using Ryujinx.Graphics.Shader.Translation; using System; using System.IO; @@ -7,32 +8,30 @@ namespace Ryujinx.ShaderTools { class Program { - private static readonly int MaxUboSize = 65536; - static void Main(string[] args) { if (args.Length == 2) { - GlslDecompiler Decompiler = new GlslDecompiler(MaxUboSize, true); - - GalShaderType ShaderType = GalShaderType.Vertex; + GalShaderType type = GalShaderType.Vertex; switch (args[0].ToLower()) { - case "v": ShaderType = GalShaderType.Vertex; break; - case "tc": ShaderType = GalShaderType.TessControl; break; - case "te": ShaderType = GalShaderType.TessEvaluation; break; - case "g": ShaderType = GalShaderType.Geometry; break; - case "f": ShaderType = GalShaderType.Fragment; break; + case "v": type = GalShaderType.Vertex; break; + case "tc": type = GalShaderType.TessControl; break; + case "te": type = GalShaderType.TessEvaluation; break; + case "g": type = GalShaderType.Geometry; break; + case "f": type = GalShaderType.Fragment; break; } - using (FileStream FS = new FileStream(args[1], FileMode.Open, FileAccess.Read)) + using (FileStream fs = new FileStream(args[1], FileMode.Open, FileAccess.Read)) { - Memory Mem = new Memory(FS); + Memory mem = new Memory(fs); + + ShaderConfig config = new ShaderConfig(type, 65536); - GlslProgram Program = Decompiler.Decompile(Mem, 0, ShaderType); + string code = Translator.Translate(mem, 0, config).Code; - Console.WriteLine(Program.Code); + Console.WriteLine(code); } } else @@ -41,4 +40,4 @@ namespace Ryujinx.ShaderTools } } } -} +}
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