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* dotnet format style --severity info Some changes were manually reverted. * dotnet format analyzers --serverity info Some changes have been minimally adapted. * Restore a few unused methods and variables * Silence dotnet format IDE0060 warnings * Silence dotnet format IDE0052 warnings * Address dotnet format CA1816 warnings * Address or silence dotnet format CA1069 warnings * Address or silence dotnet format CA2211 warnings * Address remaining dotnet format analyzer warnings * Address review comments * Address most dotnet format whitespace warnings * Apply dotnet format whitespace formatting A few of them have been manually reverted and the corresponding warning was silenced * Format if-blocks correctly * Run dotnet format whitespace after rebase * Run dotnet format style after rebase * Another rebase, another dotnet format run * Run dotnet format style after rebase * Run dotnet format after rebase and remove unused usings - analyzers - style - whitespace * Disable 'prefer switch expression' rule * Add comments to disabled warnings * Remove a few unused parameters * Replace MmeShadowScratch with Array256<uint> * Simplify properties and array initialization, Use const when possible, Remove trailing commas * Start working on disabled warnings * Fix and silence a few dotnet-format warnings again * Run dotnet format after rebase * Address IDE0251 warnings * Silence IDE0060 in .editorconfig * Revert "Simplify properties and array initialization, Use const when possible, Remove trailing commas" This reverts commit 9462e4136c0a2100dc28b20cf9542e06790aa67e. * dotnet format whitespace after rebase * First pass of dotnet format * Add unsafe dotnet format changes * Fix typos * Add trailing commas * Disable formatting for FormatTable * Address review feedback
129 lines
3.9 KiB
C#
129 lines
3.9 KiB
C#
using System.IO;
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namespace Ryujinx.Graphics.Gpu.Shader
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{
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/// <summary>
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/// Shader dumper, writes binary shader code to disk.
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/// </summary>
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class ShaderDumper
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{
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private string _runtimeDir;
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private string _dumpPath;
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/// <summary>
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/// Current index of the shader dump binary file.
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/// This is incremented after each save, in order to give unique names to the files.
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/// </summary>
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public int CurrentDumpIndex { get; private set; }
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/// <summary>
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/// Creates a new instance of the shader dumper.
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/// </summary>
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public ShaderDumper()
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{
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CurrentDumpIndex = 1;
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}
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/// <summary>
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/// Dumps shader code to disk.
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/// </summary>
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/// <param name="code">Code to be dumped</param>
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/// <param name="compute">True for compute shader code, false for graphics shader code</param>
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/// <returns>Paths where the shader code was dumped</returns>
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public ShaderDumpPaths Dump(byte[] code, bool compute)
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{
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_dumpPath = GraphicsConfig.ShadersDumpPath;
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if (string.IsNullOrWhiteSpace(_dumpPath))
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{
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return default;
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}
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string fileName = "Shader" + CurrentDumpIndex.ToString("d4") + ".bin";
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string fullPath = Path.Combine(FullDir(), fileName);
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string codePath = Path.Combine(CodeDir(), fileName);
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CurrentDumpIndex++;
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using MemoryStream stream = new(code);
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BinaryReader codeReader = new(stream);
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using FileStream fullFile = File.Create(fullPath);
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using FileStream codeFile = File.Create(codePath);
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BinaryWriter fullWriter = new(fullFile);
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BinaryWriter codeWriter = new(codeFile);
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int headerSize = compute ? 0 : 0x50;
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fullWriter.Write(codeReader.ReadBytes(headerSize));
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byte[] temp = codeReader.ReadBytes(code.Length - headerSize);
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fullWriter.Write(temp);
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codeWriter.Write(temp);
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// Align to meet nvdisasm requirements.
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while (codeFile.Length % 0x20 != 0)
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{
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codeWriter.Write(0);
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}
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return new ShaderDumpPaths(fullPath, codePath);
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}
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/// <summary>
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/// Returns the output directory for shader code with header.
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/// </summary>
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/// <returns>Directory path</returns>
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private string FullDir()
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{
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return CreateAndReturn(Path.Combine(DumpDir(), "Full"));
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}
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/// <summary>
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/// Returns the output directory for shader code without header.
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/// </summary>
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/// <returns>Directory path</returns>
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private string CodeDir()
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{
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return CreateAndReturn(Path.Combine(DumpDir(), "Code"));
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}
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/// <summary>
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/// Returns the full output directory for the current shader dump.
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/// </summary>
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/// <returns>Directory path</returns>
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private string DumpDir()
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{
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if (string.IsNullOrEmpty(_runtimeDir))
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{
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int index = 1;
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do
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{
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_runtimeDir = Path.Combine(_dumpPath, "Dumps" + index.ToString("d2"));
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index++;
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}
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while (Directory.Exists(_runtimeDir));
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Directory.CreateDirectory(_runtimeDir);
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}
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return _runtimeDir;
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}
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/// <summary>
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/// Creates a new specified directory if needed.
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/// </summary>
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/// <param name="dir">The directory to create</param>
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/// <returns>The same directory passed to the method</returns>
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private static string CreateAndReturn(string dir)
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{
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Directory.CreateDirectory(dir);
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return dir;
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}
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}
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}
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