1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
|
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 readonly byte[] _data;
public GpuAccessor(byte[] data)
{
_data = data;
}
public ReadOnlySpan<ulong> GetCode(ulong address, int minimumSize)
{
return MemoryMarshal.Cast<byte, ulong>(new ReadOnlySpan<byte>(_data)[(int)address..]);
}
}
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<Options>(args)
.WithParsed(options => HandleArguments(options))
.WithNotParsed(errors => errors.Output());
}
}
}
|