using CommandLine; using Ryujinx.Graphics.Shader; using Ryujinx.Graphics.Shader.Translation; using System; using System.IO; using System.Runtime.InteropServices; namespace Ryujinx.ShaderTools { class Program { private class GpuAccessor : IGpuAccessor { private const int DefaultArrayLength = 32; private readonly byte[] _data; private int _texturesCount; private int _imagesCount; public GpuAccessor(byte[] data) { _data = data; _texturesCount = 0; _imagesCount = 0; } public int CreateConstantBufferBinding(int index) { return index + 1; } public int CreateImageBinding(int count, bool isBuffer) { int binding = _imagesCount; _imagesCount += count; return binding; } public int CreateStorageBufferBinding(int index) { return index; } public int CreateTextureBinding(int count, bool isBuffer) { int binding = _texturesCount; _texturesCount += count; return binding; } public ReadOnlySpan GetCode(ulong address, int minimumSize) { return MemoryMarshal.Cast(new ReadOnlySpan(_data)[(int)address..]); } public int QuerySamplerArrayLengthFromPool() { return DefaultArrayLength; } public int QueryTextureArrayLengthFromBuffer(int slot) { return DefaultArrayLength; } public int QueryTextureArrayLengthFromPool() { return DefaultArrayLength; } } private class Options { [Option("compute", Required = false, Default = false, HelpText = "Indicate that the shader is a compute shader.")] public bool Compute { get; set; } [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; } [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) { flags |= TranslationFlags.Compute; } byte[] data = File.ReadAllBytes(options.InputPath); TranslationOptions translationOptions = new(options.TargetLanguage, options.TargetApi, flags); TranslatorContext translatorContext = Translator.CreateContext(0, new GpuAccessor(data), translationOptions); ShaderProgram program; if (options.VertexPassthrough) { program = translatorContext.GenerateVertexPassthroughForCompute(); } else { program = translatorContext.Translate(options.VertexAsCompute); } if (options.OutputPath == null) { if (program.BinaryCode != null) { using Stream outputStream = Console.OpenStandardOutput(); outputStream.Write(program.BinaryCode); } else { Console.WriteLine(program.Code); } } else { if (program.BinaryCode != null) { File.WriteAllBytes(options.OutputPath, program.BinaryCode); } else { File.WriteAllText(options.OutputPath, program.Code); } } } static void Main(string[] args) { Parser.Default.ParseArguments(args) .WithParsed(options => HandleArguments(options)) .WithNotParsed(errors => errors.Output()); } } }