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Ryujinx/Ryujinx.Graphics.Gpu/Shader/ShaderDumper.cs

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C#
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using Ryujinx.Graphics.Shader.Translation;
using System;
using System.IO;
namespace Ryujinx.Graphics.Gpu.Shader
{
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class ShaderDumper
{
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private GpuContext _context;
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private string _runtimeDir;
private string _dumpPath;
private int _dumpIndex;
public int CurrentDumpIndex => _dumpIndex;
public ShaderDumper(GpuContext context)
{
_context = context;
_dumpIndex = 1;
}
public void Dump(Span<byte> code, bool compute, out string fullPath, out string codePath)
{
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_dumpPath = GraphicsConfig.ShadersDumpPath;
if (string.IsNullOrWhiteSpace(_dumpPath))
{
fullPath = null;
codePath = null;
return;
}
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string fileName = "Shader" + _dumpIndex.ToString("d4") + ".bin";
fullPath = Path.Combine(FullDir(), fileName);
codePath = Path.Combine(CodeDir(), fileName);
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_dumpIndex++;
code = Translator.ExtractCode(code, compute, out int headerSize);
using (MemoryStream stream = new MemoryStream(code.ToArray()))
{
BinaryReader codeReader = new BinaryReader(stream);
using (FileStream fullFile = File.Create(fullPath))
using (FileStream codeFile = File.Create(codePath))
{
BinaryWriter fullWriter = new BinaryWriter(fullFile);
BinaryWriter codeWriter = new BinaryWriter(codeFile);
fullWriter.Write(codeReader.ReadBytes(headerSize));
byte[] temp = codeReader.ReadBytes(code.Length - headerSize);
fullWriter.Write(temp);
codeWriter.Write(temp);
// Align to meet nvdisasm requirements.
while (codeFile.Length % 0x20 != 0)
{
codeWriter.Write(0);
}
}
}
}
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private string FullDir()
{
return CreateAndReturn(Path.Combine(DumpDir(), "Full"));
}
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private string CodeDir()
{
return CreateAndReturn(Path.Combine(DumpDir(), "Code"));
}
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private string DumpDir()
{
if (string.IsNullOrEmpty(_runtimeDir))
{
int index = 1;
do
{
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_runtimeDir = Path.Combine(_dumpPath, "Dumps" + index.ToString("d2"));
index++;
}
while (Directory.Exists(_runtimeDir));
Directory.CreateDirectory(_runtimeDir);
}
return _runtimeDir;
}
private static string CreateAndReturn(string dir)
{
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Directory.CreateDirectory(dir);
return dir;
}
}
}