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https://github.com/ryujinx-mirror/ryujinx.git
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6b23a2c125
* 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
43 lines
1.3 KiB
C#
43 lines
1.3 KiB
C#
using Ryujinx.Graphics.Gal;
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using Ryujinx.Graphics.Shader;
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using Ryujinx.Graphics.Shader.Translation;
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using System;
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using System.IO;
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namespace Ryujinx.ShaderTools
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{
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class Program
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{
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static void Main(string[] args)
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{
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if (args.Length == 2)
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{
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GalShaderType type = GalShaderType.Vertex;
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switch (args[0].ToLower())
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{
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case "v": type = GalShaderType.Vertex; break;
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case "tc": type = GalShaderType.TessControl; break;
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case "te": type = GalShaderType.TessEvaluation; break;
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case "g": type = GalShaderType.Geometry; break;
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case "f": type = GalShaderType.Fragment; break;
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}
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using (FileStream fs = new FileStream(args[1], FileMode.Open, FileAccess.Read))
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{
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Memory mem = new Memory(fs);
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ShaderConfig config = new ShaderConfig(type, 65536);
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string code = Translator.Translate(mem, 0, config).Code;
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Console.WriteLine(code);
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}
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}
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else
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{
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Console.WriteLine("Usage: Ryujinx.ShaderTools [v|tc|te|g|f] shader.bin");
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}
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}
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}
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} |