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authorgdkchan <gab.dark.100@gmail.com>2019-04-17 20:57:08 -0300
committerjduncanator <1518948+jduncanator@users.noreply.github.com>2019-04-18 09:57:08 +1000
commit6b23a2c125b9c48b5ebea92716004ef68698bb0f (patch)
tree69332df6fbbd8e2bddc522ba682fcc5c7a69e101 /Ryujinx.ShaderTools/Program.cs
parentb2e88b04a85b41cc60af3485d88c90429e84a218 (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.cs31
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
}
}
}
-}
+} \ No newline at end of file