コード例 #1
0
 internal void Initialize(TranslationRunner runner, ShaderLanguage language, List <string> preprocessorSymbols, TranslationFlags flags)
 {
     Flags        = flags;
     Runner       = runner;
     Language     = language;
     ParseOptions = new CSharpParseOptions(LanguageVersion.CSharp7_3, DocumentationMode.Parse, SourceCodeKind.Regular, preprocessorSymbols);
 }
コード例 #2
0
        public static string Translate(byte[] data)
        {
            TranslationFlags flags = TranslationFlags.DebugMode;

            return(Translator.CreateContext(0,
                                            new GpuAccessor(data), flags).Translate(out _).Code);
        }
コード例 #3
0
ファイル: Translator.cs プロジェクト: yunnypuff/Ryujinx
        private static Block[][] DecodeShader(
            ulong address,
            IGpuAccessor gpuAccessor,
            TranslationFlags flags,
            TranslationCounts counts,
            out ShaderConfig config)
        {
            Block[][] cfg;
            ulong     maxEndAddress = 0;

            bool hasBindless;

            if ((flags & TranslationFlags.Compute) != 0)
            {
                config = new ShaderConfig(gpuAccessor, flags, counts);

                cfg = Decoder.Decode(gpuAccessor, address, out hasBindless);
            }
            else
            {
                config = new ShaderConfig(new ShaderHeader(gpuAccessor, address), gpuAccessor, flags, counts);

                cfg = Decoder.Decode(gpuAccessor, address + HeaderSize, out hasBindless);
            }

            if (hasBindless)
            {
                config.SetUsedFeature(FeatureFlags.Bindless);
            }

            for (int funcIndex = 0; funcIndex < cfg.Length; funcIndex++)
            {
                for (int blkIndex = 0; blkIndex < cfg[funcIndex].Length; blkIndex++)
                {
                    Block block = cfg[funcIndex][blkIndex];

                    if (maxEndAddress < block.EndAddress)
                    {
                        maxEndAddress = block.EndAddress;
                    }

                    if (!hasBindless)
                    {
                        for (int index = 0; index < block.OpCodes.Count; index++)
                        {
                            if (block.OpCodes[index] is OpCodeTextureBase texture)
                            {
                                config.TextureHandlesForCache.Add(texture.HandleOffset);
                            }
                        }
                    }
                }
            }

            config.SizeAdd((int)maxEndAddress + (flags.HasFlag(TranslationFlags.Compute) ? 0 : HeaderSize));

            return(cfg);
        }
コード例 #4
0
ファイル: Translator.cs プロジェクト: Syncaidius/SharpShader
        private TranslationResult BuildResult(TranslationContext context, TranslationFlags flags)
        {
            var msg    = new List <TranslationMessage>(context.Messages);
            var output = new Dictionary <string, ShaderTranslationResult>();

            foreach (ShaderTranslationContext sc in context.Shaders)
            {
                var cBuffers  = new List <ConstantBufferInfo>();
                var includes  = new Dictionary <string, ShaderTranslationResult>();
                var variables = new List <ShaderMember>();

                // Constant Buffers
                foreach (KeyValuePair <string, MappedConstantBuffer> p in sc.ConstantBuffers)
                {
                    List <ShaderMember> cBufferVariables = new List <ShaderMember>();

                    foreach (MappedField mField in p.Value.Variables)
                    {
                        cBufferVariables.Add(PopulateMember(mField));
                    }

                    cBuffers.Add(new ConstantBufferInfo(p.Key, cBufferVariables, p.Value.BindSlots));
                }

                // Fields
                foreach (MappedField mField in sc.MappedFields)
                {
                    variables.Add(PopulateMember(mField));
                }

                Dictionary <string, EntryPointInfo> epDict = new Dictionary <string, EntryPointInfo>();
                foreach (KeyValuePair <string, MappedEntryPoint> pair in sc.EntryPointsByName)
                {
                    EntryPointInfo info = pair.Value.Info;
                    epDict.Add(pair.Key, new EntryPointInfo()
                    {
                        StartIndex                = info.StartIndex,
                        EndIndex                  = info.EndIndex,
                        GeometryMaxVertexOut      = info.GeometryMaxVertexOut,
                        GeometryType              = info.GeometryType,
                        HullControlPoints         = info.HullControlPoints,
                        HullPartitioning          = info.HullPartitioning,
                        HullPatchConstantCallback = info.HullPatchConstantCallback,
                        HullTopology              = info.HullTopology,
                        Name            = info.Name,
                        PatchType       = info.PatchType,
                        ThreadGroupSize = info.ThreadGroupSize,
                        Type            = info.Type,
                    });
                }

                ShaderTranslationResult shader = new ShaderTranslationResult(sc.Name, sc.FinalSource, epDict, includes, cBuffers, variables);
                output.Add(sc.Name, shader);
            }

            return(new TranslationResult(msg, output));
        }
コード例 #5
0
        public static ShaderProgram Translate(
            ulong address,
            IGpuAccessor gpuAccessor,
            TranslationFlags flags,
            TranslationCounts counts = null)
        {
            counts ??= new TranslationCounts();

            return(Translate(DecodeShader(address, gpuAccessor, flags, counts, out ShaderConfig config), config));
        }
コード例 #6
0
ファイル: ShaderConfig.cs プロジェクト: Fengyee/Ryujinx
 public ShaderConfig(IGpuAccessor gpuAccessor, TranslationFlags flags, TranslationCounts counts)
 {
     Stage                  = ShaderStage.Compute;
     GpuAccessor            = gpuAccessor;
     Flags                  = flags;
     _counts                = counts;
     TextureHandlesForCache = new HashSet <int>();
     _usedTextures          = new Dictionary <TextureInfo, TextureMeta>();
     _usedImages            = new Dictionary <TextureInfo, TextureMeta>();
 }
コード例 #7
0
        /// <summary>
        /// Strips and re-adds the correct amount of indentation to a code string.
        /// </summary>
        /// <param name="target"></param>
        /// <param name="minIndent">The minimum level of indentation.</param>
        /// <returns></returns>
        internal static void CorrectIndents(ref string target, TranslationFlags flags)
        {
            string[] lines         = target.Trim().Split(_delimiters, StringSplitOptions.None);
            int      indent        = 0;
            bool     prevLineEmpty = false;
            int      newLineCount  = lines.Length;

            for (int i = 0; i < newLineCount; i++)
            {
                lines[i] = lines[i].Trim().Replace("  ", " ");


                // Remove consecutive empty lines.
                bool curLineEmpty = string.IsNullOrWhiteSpace(lines[i]);
                int  cPos         = i + 1;
                if (prevLineEmpty && curLineEmpty && cPos < lines.Length)
                {
                    Array.Copy(lines, cPos, lines, i, lines.Length - cPos);
                    i--;
                    newLineCount--;
                    continue;
                }

                // TODO improve this later. It's fugly!
                bool blockStarted = lines[i].StartsWith(BlockOpen) || lines[i].EndsWith(BlockOpen);
                bool blockEnded   = lines[i].EndsWith(BlockClosed) ||
                                    lines[i].EndsWith(BlockClosed + ";") ||
                                    lines[i].StartsWith(BlockClosed + "//") ||
                                    lines[i].StartsWith(BlockClosed + " //");

                if (lines[i].StartsWith(BlockClosed) && blockEnded)
                {
                    indent = Math.Max(indent - 1, 0);
                }


                lines[i] = new string('\t', indent) + lines[i];
                if (lines[i].StartsWith("//"))
                {
                    if ((flags & TranslationFlags.StripComments) == TranslationFlags.StripComments)
                    {
                        lines[i] = "";
                    }
                }

                if (blockStarted && !blockEnded)
                {
                    indent++;
                }

                prevLineEmpty = curLineEmpty;
            }

            target = string.Join(Environment.NewLine, lines, 0, newLineCount);
        }
コード例 #8
0
 public ShaderConfig(TranslationFlags flags, TranslatorCallbacks callbacks)
 {
     Stage             = ShaderStage.Compute;
     OutputTopology    = OutputTopology.PointList;
     MaxOutputVertices = 0;
     OmapTargets       = null;
     OmapSampleMask    = false;
     OmapDepth         = false;
     Flags             = flags;
     _callbacks        = callbacks;
 }
コード例 #9
0
 public ShaderConfig(ShaderHeader header, TranslationFlags flags, TranslatorCallbacks callbacks)
 {
     Stage             = header.Stage;
     OutputTopology    = header.OutputTopology;
     MaxOutputVertices = header.MaxOutputVertexCount;
     OmapTargets       = header.OmapTargets;
     OmapSampleMask    = header.OmapSampleMask;
     OmapDepth         = header.OmapDepth;
     Flags             = flags;
     _callbacks        = callbacks;
 }
コード例 #10
0
ファイル: ShaderConfig.cs プロジェクト: Fengyee/Ryujinx
 public ShaderConfig(ShaderHeader header, IGpuAccessor gpuAccessor, TranslationFlags flags, TranslationCounts counts) : this(gpuAccessor, flags, counts)
 {
     Stage             = header.Stage;
     GpPassthrough     = header.Stage == ShaderStage.Geometry && header.GpPassthrough;
     OutputTopology    = header.OutputTopology;
     MaxOutputVertices = header.MaxOutputVertexCount;
     LocalMemorySize   = header.ShaderLocalMemoryLowSize + header.ShaderLocalMemoryHighSize;
     ImapTypes         = header.ImapTypes;
     OmapTargets       = header.OmapTargets;
     OmapSampleMask    = header.OmapSampleMask;
     OmapDepth         = header.OmapDepth;
 }
コード例 #11
0
ファイル: Program.cs プロジェクト: ski982/Ryujinx-1
        static void Main(string[] args)
        {
            if (args.Length == 1 || args.Length == 2)
            {
                TranslationFlags flags = TranslationFlags.DebugMode;

                if (args.Length == 2 && args[0] == "--compute")
                {
                    flags |= TranslationFlags.Compute;
                }

                byte[] data = File.ReadAllBytes(args[^ 1]);
コード例 #12
0
        public static TranslatorContext CreateContext(
            ulong address,
            IGpuAccessor gpuAccessor,
            TranslationFlags flags,
            TranslationCounts counts = null)
        {
            counts ??= new TranslationCounts();

            Block[][] cfg = DecodeShader(address, gpuAccessor, flags, counts, out ShaderConfig config);

            return(new TranslatorContext(address, cfg, config));
        }
コード例 #13
0
        /// <summary>
        /// Translates the binary Maxwell shader code to something that the host API accepts.
        /// </summary>
        /// <remarks>
        /// This will combine the "Vertex A" and "Vertex B" shader stages, if specified, into one shader.
        /// </remarks>
        /// <param name="state">Current GPU state</param>
        /// <param name="counts">Cumulative shader resource counts</param>
        /// <param name="flags">Flags that controls shader translation</param>
        /// <param name="stage">Shader stage</param>
        /// <param name="gpuVa">GPU virtual address of the shader code</param>
        /// <param name="gpuVaA">Optional GPU virtual address of the "Vertex A" shader code</param>
        /// <returns>Compiled graphics shader code</returns>
        private ShaderCodeHolder TranslateGraphicsShader(
            GpuState state,
            TranslationCounts counts,
            TranslationFlags flags,
            ShaderStage stage,
            ulong gpuVa,
            ulong gpuVaA = 0)
        {
            if (gpuVa == 0)
            {
                return(null);
            }

            GpuAccessor gpuAccessor = new GpuAccessor(_context, state, (int)stage - 1);

            if (gpuVaA != 0)
            {
                ShaderProgram program = Translator.Translate(gpuVaA, gpuVa, gpuAccessor, flags, counts);

                byte[] codeA = _context.MemoryManager.GetSpan(gpuVaA, program.SizeA).ToArray();
                byte[] codeB = _context.MemoryManager.GetSpan(gpuVa, program.Size).ToArray();

                _dumper.Dump(codeA, compute: false, out string fullPathA, out string codePathA);
                _dumper.Dump(codeB, compute: false, out string fullPathB, out string codePathB);

                if (fullPathA != null && fullPathB != null && codePathA != null && codePathB != null)
                {
                    program.Prepend("// " + codePathB);
                    program.Prepend("// " + fullPathB);
                    program.Prepend("// " + codePathA);
                    program.Prepend("// " + fullPathA);
                }

                return(new ShaderCodeHolder(program, codeB, codeA));
            }
            else
            {
                ShaderProgram program = Translator.Translate(gpuVa, gpuAccessor, flags, counts);

                byte[] code = _context.MemoryManager.GetSpan(gpuVa, program.Size).ToArray();

                _dumper.Dump(code, compute: false, out string fullPath, out string codePath);

                if (fullPath != null && codePath != null)
                {
                    program.Prepend("// " + codePath);
                    program.Prepend("// " + fullPath);
                }

                return(new ShaderCodeHolder(program, code));
            }
        }
コード例 #14
0
 public ShaderConfig(ShaderHeader header, TranslationFlags flags, TranslatorCallbacks callbacks)
 {
     Stage             = header.Stage;
     OutputTopology    = header.OutputTopology;
     MaxOutputVertices = header.MaxOutputVertexCount;
     LocalMemorySize   = header.ShaderLocalMemoryLowSize + header.ShaderLocalMemoryHighSize;
     ImapTypes         = header.ImapTypes;
     OmapTargets       = header.OmapTargets;
     OmapSampleMask    = header.OmapSampleMask;
     OmapDepth         = header.OmapDepth;
     Flags             = flags;
     _callbacks        = callbacks;
 }
コード例 #15
0
ファイル: ShaderConfig.cs プロジェクト: vonchenplus/Ryujinx
 public ShaderConfig(IGpuAccessor gpuAccessor, TranslationFlags flags)
 {
     Stage             = ShaderStage.Compute;
     OutputTopology    = OutputTopology.PointList;
     MaxOutputVertices = 0;
     LocalMemorySize   = 0;
     ImapTypes         = null;
     OmapTargets       = null;
     OmapSampleMask    = false;
     OmapDepth         = false;
     GpuAccessor       = gpuAccessor;
     Flags             = flags;
 }
コード例 #16
0
        public static TranslatorContext CreateContext(
            ulong addressA,
            ulong addressB,
            IGpuAccessor gpuAccessor,
            TranslationFlags flags,
            TranslationCounts counts = null)
        {
            counts ??= new TranslationCounts();

            Block[][] cfgA = DecodeShader(addressA, gpuAccessor, flags | TranslationFlags.VertexA, counts, out ShaderConfig configA);
            Block[][] cfgB = DecodeShader(addressB, gpuAccessor, flags, counts, out ShaderConfig configB);

            return(new TranslatorContext(addressA, addressB, cfgA, cfgB, configA, configB));
        }
コード例 #17
0
ファイル: ShaderConfig.cs プロジェクト: valx76/Ryujinx
 public ShaderConfig(ShaderHeader header, IGpuAccessor gpuAccessor, TranslationFlags flags)
 {
     Stage             = header.Stage;
     OutputTopology    = header.OutputTopology;
     MaxOutputVertices = header.MaxOutputVertexCount;
     LocalMemorySize   = header.ShaderLocalMemoryLowSize + header.ShaderLocalMemoryHighSize;
     ImapTypes         = header.ImapTypes;
     OmapTargets       = header.OmapTargets;
     OmapSampleMask    = header.OmapSampleMask;
     OmapDepth         = header.OmapDepth;
     GpuAccessor       = gpuAccessor;
     Flags             = flags;
     UsedFeatures      = FeatureFlags.None;
 }
コード例 #18
0
 internal void Initialize(ShaderTranslationContext sc, TranslationFlags flags)
 {
     _flags                  = flags;
     _language               = sc.Language;
     _currentScope           = Pooling.Scopes.Get();
     _currentScope.Type      = ScopeType.Class;
     _currentScope.TypeInfo  = new ShaderType(_language, sc.ShaderType.Name, sc.ShaderType);
     _currentScope.Namespace = $"{sc.ShaderType.Namespace}.{sc.ShaderType.Name}";
     _rootScope              = _currentScope;
     _firstSegment           = Pooling.SourceSegments.Get();
     _firstSegment.Value     = "";
     _curSegment             = _firstSegment;
     _lastSegment            = _curSegment;
 }
コード例 #19
0
ファイル: ShaderCache.cs プロジェクト: chinokor/Ryujinx
        /// <summary>
        /// Decode the binary Maxwell shader code to a translator context.
        /// </summary>
        /// <remarks>
        /// This will combine the "Vertex A" and "Vertex B" shader stages, if specified, into one shader.
        /// </remarks>
        /// <param name="state">Current GPU state</param>
        /// <param name="counts">Cumulative shader resource counts</param>
        /// <param name="flags">Flags that controls shader translation</param>
        /// <param name="stage">Shader stage</param>
        /// <param name="gpuVa">GPU virtual address of the shader code</param>
        /// <returns>The generated translator context</returns>
        private TranslatorContext DecodeGraphicsShader(
            GpuState state,
            TranslationCounts counts,
            TranslationFlags flags,
            ShaderStage stage,
            ulong gpuVa)
        {
            if (gpuVa == 0)
            {
                return(null);
            }

            GpuAccessor gpuAccessor = new GpuAccessor(_context, state, (int)stage - 1);

            return(Translator.CreateContext(gpuVa, gpuAccessor, flags, counts));
        }
コード例 #20
0
        public static ShaderProgram Translate(
            ulong addressA,
            ulong addressB,
            IGpuAccessor gpuAccessor,
            TranslationFlags flags,
            TranslationCounts counts = null)
        {
            counts ??= new TranslationCounts();

            FunctionCode[] funcA = DecodeShader(addressA, gpuAccessor, flags | TranslationFlags.VertexA, counts, out ShaderConfig configA);
            FunctionCode[] funcB = DecodeShader(addressB, gpuAccessor, flags, counts, out ShaderConfig config);

            config.SetUsedFeature(configA.UsedFeatures);

            return(Translate(Combine(funcA, funcB), config, configA.Size));
        }
コード例 #21
0
ファイル: ShaderConfig.cs プロジェクト: yuyaokeng/Ryujinx
 public ShaderConfig(ShaderHeader header, IGpuAccessor gpuAccessor, TranslationFlags flags, TranslationCounts counts)
 {
     Stage             = header.Stage;
     OutputTopology    = header.OutputTopology;
     MaxOutputVertices = header.MaxOutputVertexCount;
     LocalMemorySize   = header.ShaderLocalMemoryLowSize + header.ShaderLocalMemoryHighSize;
     ImapTypes         = header.ImapTypes;
     OmapTargets       = header.OmapTargets;
     OmapSampleMask    = header.OmapSampleMask;
     OmapDepth         = header.OmapDepth;
     GpuAccessor       = gpuAccessor;
     Flags             = flags;
     Size                   = 0;
     UsedFeatures           = FeatureFlags.None;
     Counts                 = counts;
     TextureHandlesForCache = new HashSet <int>();
 }
コード例 #22
0
ファイル: ShaderConfig.cs プロジェクト: yuyaokeng/Ryujinx
 public ShaderConfig(IGpuAccessor gpuAccessor, TranslationFlags flags, TranslationCounts counts)
 {
     Stage             = ShaderStage.Compute;
     OutputTopology    = OutputTopology.PointList;
     MaxOutputVertices = 0;
     LocalMemorySize   = 0;
     ImapTypes         = null;
     OmapTargets       = null;
     OmapSampleMask    = false;
     OmapDepth         = false;
     GpuAccessor       = gpuAccessor;
     Flags             = flags;
     Size                   = 0;
     UsedFeatures           = FeatureFlags.None;
     Counts                 = counts;
     TextureHandlesForCache = new HashSet <int>();
 }
コード例 #23
0
        /// <summary>
        /// Decode the binary Maxwell shader code to a translator context.
        /// </summary>
        /// <remarks>
        /// This will combine the "Vertex A" and "Vertex B" shader stages, if specified, into one shader.
        /// </remarks>
        /// <param name="channel">GPU channel</param>
        /// <param name="gas">GPU accessor state</param>
        /// <param name="counts">Cumulative shader resource counts</param>
        /// <param name="flags">Flags that controls shader translation</param>
        /// <param name="stage">Shader stage</param>
        /// <param name="gpuVa">GPU virtual address of the shader code</param>
        /// <returns>The generated translator context</returns>
        private TranslatorContext DecodeGraphicsShader(
            GpuChannel channel,
            GpuAccessorState gas,
            TranslationCounts counts,
            TranslationFlags flags,
            ShaderStage stage,
            ulong gpuVa)
        {
            if (gpuVa == 0)
            {
                return(null);
            }

            GpuAccessor gpuAccessor = new GpuAccessor(_context, channel, gas, (int)stage - 1);

            var options = new TranslationOptions(TargetLanguage.Glsl, TargetApi.OpenGL, flags);

            return(Translator.CreateContext(gpuVa, gpuAccessor, options, counts));
        }
コード例 #24
0
ファイル: ShaderCache.cs プロジェクト: scese250/Ryujinx
        /// <summary>
        /// Decode the binary Maxwell shader code to a translator context.
        /// </summary>
        /// <remarks>
        /// This will combine the "Vertex A" and "Vertex B" shader stages, if specified, into one shader.
        /// </remarks>
        /// <param name="channel">GPU channel</param>
        /// <param name="gas">GPU accessor state</param>
        /// <param name="tfd">Transform feedback descriptors</param>
        /// <param name="flags">Flags that controls shader translation</param>
        /// <param name="stage">Shader stage</param>
        /// <param name="gpuVa">GPU virtual address of the shader code</param>
        /// <returns>The generated translator context</returns>
        private TranslatorContext DecodeGraphicsShader(
            GpuChannel channel,
            GpuAccessorState gas,
            TransformFeedbackDescriptor[] tfd,
            TranslationFlags flags,
            ShaderStage stage,
            ulong gpuVa)
        {
            if (gpuVa == 0)
            {
                return(null);
            }

            GpuAccessor gpuAccessor = new GpuAccessor(_context, channel, gas, tfd, (int)stage - 1);

            var options = CreateTranslationOptions(flags);

            return(Translator.CreateContext(gpuVa, gpuAccessor, options));
        }
コード例 #25
0
        static void HandleArguments(Options options)
        {
            TranslationFlags flags = TranslationFlags.DebugMode;

            if (options.Compute)
            {
                flags |= TranslationFlags.Compute;
            }

            byte[] data = File.ReadAllBytes(options.InputPath);

            TranslationOptions translationOptions = new TranslationOptions(options.TargetLanguage, options.TargetApi, flags);

            ShaderProgram program = Translator.CreateContext(0, new GpuAccessor(data), translationOptions).Translate(out _);

            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);
                }
            }
        }
コード例 #26
0
        internal static void RemoveWhitespace(ref string target, TranslationFlags flags)
        {
            string[] lines = target.Trim().Split(_delimiters, StringSplitOptions.None);
            for (int i = 0; i < lines.Length; i++)
            {
                // TODO check if the output language supports comment blocks. If not, add a line break to the end of the comment.
                lines[i] = lines[i].Trim();
                if (lines[i].StartsWith("//"))
                {
                    if ((flags & TranslationFlags.StripComments) == TranslationFlags.StripComments)
                    {
                        lines[i] = "";
                    }
                    else
                    {
                        lines[i] = $"/* {lines[i]} */";
                    }
                }
            }

            target = string.Join("", lines);
        }
コード例 #27
0
ファイル: ResourceItem.cs プロジェクト: Treer/resgenEx
        static Regex csharpFormat = new Regex(@"(^|[^\{])\{\d\}"); // matches "{0}" unless the first bracket is escaped, e.g. "{{0}"

        public ResourceItem(ResXDataNode data)
        {
            if (data == null)
            {
                throw new ArgumentNullException();
            }

            if (data != null)
            {
                _name             = data.Name;
                _value            = data.GetValue(_assemblyname) as String;
                _metadata_comment = data.Comment;

                if (!String.IsNullOrEmpty(Value))
                {
                    // Since this is being read from .resx, assume it's a .Net/C# style string
                    if (csharpFormat.IsMatch(Value))
                    {
                        _metadata_flags |= TranslationFlags.csharpFormatString;
                    }
                }
            }
        }
コード例 #28
0
        /// <summary>
        /// Decode the binary Maxwell shader code to a translator context.
        /// </summary>
        /// <remarks>
        /// This will combine the "Vertex A" and "Vertex B" shader stages, if specified, into one shader.
        /// </remarks>
        /// <param name="state">Current GPU state</param>
        /// <param name="counts">Cumulative shader resource counts</param>
        /// <param name="flags">Flags that controls shader translation</param>
        /// <param name="stage">Shader stage</param>
        /// <param name="gpuVa">GPU virtual address of the shader code</param>
        /// <returns>The generated translator context</returns>
        private TranslatorContext DecodeGraphicsShader(
            GpuState state,
            TranslationCounts counts,
            TranslationFlags flags,
            ShaderStage stage,
            ulong gpuVa)
        {
            if (gpuVa == 0)
            {
                return(null);
            }

            GpuAccessorState gas = new GpuAccessorState(
                state.Get <PoolState>(MethodOffset.TexturePoolState).Address.Pack(),
                state.Get <PoolState>(MethodOffset.TexturePoolState).MaximumId,
                state.Get <int>(MethodOffset.TextureBufferIndex),
                state.Get <Boolean32>(MethodOffset.EarlyZForce));

            GpuAccessor gpuAccessor = new GpuAccessor(_context, state.Channel, gas, (int)stage - 1);

            var options = new TranslationOptions(TargetLanguage.Glsl, TargetApi.OpenGL, flags);

            return(Translator.CreateContext(gpuVa, gpuAccessor, options, counts));
        }
コード例 #29
0
ファイル: Translator.cs プロジェクト: Syncaidius/SharpShader
        /// <summary>
        /// Converts the provided C# source code to the specified shader language.
        /// </summary>
        /// <param name="cSharpSources">A dictionary containing source code by file or friendly name. The name is used to identify the source code in message logs.</param>
        /// <param name="outputLanguage">The language that the input source code should be translated to.</param>
        /// <param name="flags">A set of flags to change the default behaviour of the converter.</param>
        /// <param name="preprocessorSymbols">A list of defined preprocessor symbols.</param>
        /// <returns></returns>
        public TranslationResult Translate(Dictionary <string, string> cSharpSources,
                                           OutputLanguage outputLanguage,
                                           TranslationFlags flags            = TranslationFlags.None,
                                           List <string> preprocessorSymbols = null)
        {
            if (_disposed)
            {
                throw new ObjectDisposedException("Translator instance has been disposed.");
            }

            TranslationArgs tArgs = new TranslationArgs()
            {
                CSharpSources       = new Dictionary <string, string>(cSharpSources),
                Flags               = flags,
                Language            = outputLanguage,
                PreprocessorSymbols = preprocessorSymbols ?? new List <string>(),
            };

            TranslationContext context = _runner.Run(tArgs);
            TranslationResult  result  = BuildResult(context, flags);

            context.Recycle();
            return(result);
        }
コード例 #30
0
ファイル: ResourceItem.cs プロジェクト: austhomp/resgenEx
        static Regex csharpFormat = new Regex(@"(^|[^\{])\{\d\}"); // matches "{0}" unless the first bracket is escaped, e.g. "{{0}"

        public ResourceItem(ResXDataNode data)
        {
            if (data == null) throw new ArgumentNullException();

            if (data != null) {
                _name = data.Name;
                _value = data.GetValue(_assemblyname) as String;
                _metadata_comment = data.Comment;

                if (!String.IsNullOrEmpty(Value)) {
                    // Since this is being read from .resx, assume it's a .Net/C# style string
                    if (csharpFormat.IsMatch(Value)) _metadata_flags |= TranslationFlags.csharpFormatString;
                }
            }
        }
コード例 #31
0
        /// <summary>
        /// Initialize the cache.
        /// </summary>
        internal void Initialize()
        {
            if (GraphicsConfig.EnableShaderCache && GraphicsConfig.TitleId != null)
            {
                _cacheManager = new CacheManager(CacheGraphicsApi.OpenGL, CacheHashType.XxHash128, "glsl", GraphicsConfig.TitleId, ShaderCodeGenVersion);

                bool isReadOnly = _cacheManager.IsReadOnly;

                HashSet <Hash128> invalidEntries = null;

                if (isReadOnly)
                {
                    Logger.Warning?.Print(LogClass.Gpu, "Loading shader cache in read-only mode (cache in use by another program!)");
                }
                else
                {
                    invalidEntries = new HashSet <Hash128>();
                }

                ReadOnlySpan <Hash128> guestProgramList = _cacheManager.GetGuestProgramList();

                using AutoResetEvent progressReportEvent = new AutoResetEvent(false);

                _shaderCount      = 0;
                _totalShaderCount = guestProgramList.Length;

                ShaderCacheStateChanged?.Invoke(ShaderCacheState.Start, _shaderCount, _totalShaderCount);
                Thread progressReportThread = null;

                if (guestProgramList.Length > 0)
                {
                    progressReportThread = new Thread(ReportProgress)
                    {
                        Name         = "ShaderCache.ProgressReporter",
                        Priority     = ThreadPriority.Lowest,
                        IsBackground = true
                    };

                    progressReportThread.Start(progressReportEvent);
                }

                // Make sure these are initialized before doing compilation.
                Capabilities caps = _context.Capabilities;

                int maxTaskCount = Math.Min(Environment.ProcessorCount, 8);
                int programIndex = 0;
                List <ShaderCompileTask> activeTasks = new List <ShaderCompileTask>();

                AutoResetEvent taskDoneEvent = new AutoResetEvent(false);

                // This thread dispatches tasks to do shader translation, and creates programs that OpenGL will link in the background.
                // The program link status is checked in a non-blocking manner so that multiple shaders can be compiled at once.

                while (programIndex < guestProgramList.Length || activeTasks.Count > 0)
                {
                    if (activeTasks.Count < maxTaskCount && programIndex < guestProgramList.Length)
                    {
                        // Begin a new shader compilation.
                        Hash128 key = guestProgramList[programIndex];

                        byte[] hostProgramBinary = _cacheManager.GetHostProgramByHash(ref key);
                        bool   hasHostCache      = hostProgramBinary != null;

                        IProgram hostProgram = null;

                        // If the program sources aren't in the cache, compile from saved guest program.
                        byte[] guestProgram = _cacheManager.GetGuestProgramByHash(ref key);

                        if (guestProgram == null)
                        {
                            Logger.Error?.Print(LogClass.Gpu, $"Ignoring orphan shader hash {key} in cache (is the cache incomplete?)");

                            // Should not happen, but if someone messed with the cache it's better to catch it.
                            invalidEntries?.Add(key);

                            _shaderCount = ++programIndex;

                            continue;
                        }

                        ReadOnlySpan <byte> guestProgramReadOnlySpan = guestProgram;

                        ReadOnlySpan <GuestShaderCacheEntry> cachedShaderEntries = GuestShaderCacheEntry.Parse(ref guestProgramReadOnlySpan, out GuestShaderCacheHeader fileHeader);

                        if (cachedShaderEntries[0].Header.Stage == ShaderStage.Compute)
                        {
                            Debug.Assert(cachedShaderEntries.Length == 1);

                            GuestShaderCacheEntry entry = cachedShaderEntries[0];

                            HostShaderCacheEntry[] hostShaderEntries = null;

                            // Try loading host shader binary.
                            if (hasHostCache)
                            {
                                hostShaderEntries = HostShaderCacheEntry.Parse(hostProgramBinary, out ReadOnlySpan <byte> hostProgramBinarySpan);
                                hostProgramBinary = hostProgramBinarySpan.ToArray();
                                hostProgram       = _context.Renderer.LoadProgramBinary(hostProgramBinary);
                            }

                            ShaderCompileTask task = new ShaderCompileTask(taskDoneEvent);
                            activeTasks.Add(task);

                            task.OnCompiled(hostProgram, (bool isHostProgramValid, ShaderCompileTask task) =>
                            {
                                ShaderProgram program = null;
                                ShaderProgramInfo shaderProgramInfo = null;

                                if (isHostProgramValid)
                                {
                                    // Reconstruct code holder.

                                    program           = new ShaderProgram(entry.Header.Stage, "");
                                    shaderProgramInfo = hostShaderEntries[0].ToShaderProgramInfo();

                                    ShaderCodeHolder shader = new ShaderCodeHolder(program, shaderProgramInfo, entry.Code);

                                    _cpProgramsDiskCache.Add(key, new ShaderBundle(hostProgram, shader));

                                    return(true);
                                }
                                else
                                {
                                    // If the host program was rejected by the gpu driver or isn't in cache, try to build from program sources again.

                                    Task compileTask = Task.Run(() =>
                                    {
                                        IGpuAccessor gpuAccessor = new CachedGpuAccessor(_context, entry.Code, entry.Header.GpuAccessorHeader, entry.TextureDescriptors);

                                        var options = new TranslationOptions(TargetLanguage.Glsl, TargetApi.OpenGL, DefaultFlags | TranslationFlags.Compute);
                                        program     = Translator.CreateContext(0, gpuAccessor, options).Translate(out shaderProgramInfo);
                                    });

                                    task.OnTask(compileTask, (bool _, ShaderCompileTask task) =>
                                    {
                                        ShaderCodeHolder shader = new ShaderCodeHolder(program, shaderProgramInfo, entry.Code);

                                        Logger.Info?.Print(LogClass.Gpu, $"Host shader {key} got invalidated, rebuilding from guest...");

                                        // Compile shader and create program as the shader program binary got invalidated.
                                        shader.HostShader = _context.Renderer.CompileShader(ShaderStage.Compute, shader.Program.Code);
                                        hostProgram       = _context.Renderer.CreateProgram(new IShader[] { shader.HostShader }, null);

                                        task.OnCompiled(hostProgram, (bool isNewProgramValid, ShaderCompileTask task) =>
                                        {
                                            // As the host program was invalidated, save the new entry in the cache.
                                            hostProgramBinary = HostShaderCacheEntry.Create(hostProgram.GetBinary(), new ShaderCodeHolder[] { shader });

                                            if (!isReadOnly)
                                            {
                                                if (hasHostCache)
                                                {
                                                    _cacheManager.ReplaceHostProgram(ref key, hostProgramBinary);
                                                }
                                                else
                                                {
                                                    Logger.Warning?.Print(LogClass.Gpu, $"Add missing host shader {key} in cache (is the cache incomplete?)");

                                                    _cacheManager.AddHostProgram(ref key, hostProgramBinary);
                                                }
                                            }

                                            _cpProgramsDiskCache.Add(key, new ShaderBundle(hostProgram, shader));

                                            return(true);
                                        });

                                        return(false); // Not finished: still need to compile the host program.
                                    });

                                    return(false); // Not finished: translating the program.
                                }
                            });
                        }
                        else
                        {
                            Debug.Assert(cachedShaderEntries.Length == Constants.ShaderStages);

                            ShaderCodeHolder[]   shaders        = new ShaderCodeHolder[cachedShaderEntries.Length];
                            List <ShaderProgram> shaderPrograms = new List <ShaderProgram>();

                            TransformFeedbackDescriptor[] tfd = CacheHelper.ReadTransformFeedbackInformation(ref guestProgramReadOnlySpan, fileHeader);

                            TranslationFlags flags = DefaultFlags;

                            if (tfd != null)
                            {
                                flags |= TranslationFlags.Feedback;
                            }

                            TranslationCounts counts = new TranslationCounts();

                            HostShaderCacheEntry[] hostShaderEntries = null;

                            // Try loading host shader binary.
                            if (hasHostCache)
                            {
                                hostShaderEntries = HostShaderCacheEntry.Parse(hostProgramBinary, out ReadOnlySpan <byte> hostProgramBinarySpan);
                                hostProgramBinary = hostProgramBinarySpan.ToArray();
                                hostProgram       = _context.Renderer.LoadProgramBinary(hostProgramBinary);
                            }

                            ShaderCompileTask task = new ShaderCompileTask(taskDoneEvent);
                            activeTasks.Add(task);

                            GuestShaderCacheEntry[] entries = cachedShaderEntries.ToArray();

                            task.OnCompiled(hostProgram, (bool isHostProgramValid, ShaderCompileTask task) =>
                            {
                                Task compileTask = Task.Run(() =>
                                {
                                    TranslatorContext[] shaderContexts = null;

                                    if (!isHostProgramValid)
                                    {
                                        shaderContexts = new TranslatorContext[1 + entries.Length];

                                        for (int i = 0; i < entries.Length; i++)
                                        {
                                            GuestShaderCacheEntry entry = entries[i];

                                            if (entry == null)
                                            {
                                                continue;
                                            }

                                            IGpuAccessor gpuAccessor = new CachedGpuAccessor(_context, entry.Code, entry.Header.GpuAccessorHeader, entry.TextureDescriptors);

                                            var options = new TranslationOptions(TargetLanguage.Glsl, TargetApi.OpenGL, flags);

                                            shaderContexts[i + 1] = Translator.CreateContext(0, gpuAccessor, options, counts);

                                            if (entry.Header.SizeA != 0)
                                            {
                                                var options2 = new TranslationOptions(TargetLanguage.Glsl, TargetApi.OpenGL, flags | TranslationFlags.VertexA);

                                                shaderContexts[0] = Translator.CreateContext((ulong)entry.Header.Size, gpuAccessor, options2, counts);
                                            }
                                        }
                                    }

                                    // Reconstruct code holder.
                                    for (int i = 0; i < entries.Length; i++)
                                    {
                                        GuestShaderCacheEntry entry = entries[i];

                                        if (entry == null)
                                        {
                                            continue;
                                        }

                                        ShaderProgram program;
                                        ShaderProgramInfo shaderProgramInfo;

                                        if (isHostProgramValid)
                                        {
                                            program           = new ShaderProgram(entry.Header.Stage, "");
                                            shaderProgramInfo = hostShaderEntries[i].ToShaderProgramInfo();
                                        }
                                        else
                                        {
                                            IGpuAccessor gpuAccessor = new CachedGpuAccessor(_context, entry.Code, entry.Header.GpuAccessorHeader, entry.TextureDescriptors);

                                            int stageIndex = i + 1;

                                            TranslatorContext currentStage = shaderContexts[stageIndex];
                                            TranslatorContext nextStage    = GetNextStageContext(shaderContexts, stageIndex);
                                            TranslatorContext vertexA      = stageIndex == 1 ? shaderContexts[0] : null;

                                            program = currentStage.Translate(out shaderProgramInfo, nextStage, vertexA);
                                        }

                                        // NOTE: Vertex B comes first in the shader cache.
                                        byte[] code  = entry.Code.AsSpan().Slice(0, entry.Header.Size).ToArray();
                                        byte[] code2 = entry.Header.SizeA != 0 ? entry.Code.AsSpan().Slice(entry.Header.Size, entry.Header.SizeA).ToArray() : null;

                                        shaders[i] = new ShaderCodeHolder(program, shaderProgramInfo, code, code2);

                                        shaderPrograms.Add(program);
                                    }
                                });

                                task.OnTask(compileTask, (bool _, ShaderCompileTask task) =>
                                {
                                    // If the host program was rejected by the gpu driver or isn't in cache, try to build from program sources again.
                                    if (!isHostProgramValid)
                                    {
                                        Logger.Info?.Print(LogClass.Gpu, $"Host shader {key} got invalidated, rebuilding from guest...");

                                        List <IShader> hostShaders = new List <IShader>();

                                        // Compile shaders and create program as the shader program binary got invalidated.
                                        for (int stage = 0; stage < Constants.ShaderStages; stage++)
                                        {
                                            ShaderProgram program = shaders[stage]?.Program;

                                            if (program == null)
                                            {
                                                continue;
                                            }

                                            IShader hostShader = _context.Renderer.CompileShader(program.Stage, program.Code);

                                            shaders[stage].HostShader = hostShader;

                                            hostShaders.Add(hostShader);
                                        }

                                        hostProgram = _context.Renderer.CreateProgram(hostShaders.ToArray(), tfd);

                                        task.OnCompiled(hostProgram, (bool isNewProgramValid, ShaderCompileTask task) =>
                                        {
                                            // As the host program was invalidated, save the new entry in the cache.
                                            hostProgramBinary = HostShaderCacheEntry.Create(hostProgram.GetBinary(), shaders);

                                            if (!isReadOnly)
                                            {
                                                if (hasHostCache)
                                                {
                                                    _cacheManager.ReplaceHostProgram(ref key, hostProgramBinary);
                                                }
                                                else
                                                {
                                                    Logger.Warning?.Print(LogClass.Gpu, $"Add missing host shader {key} in cache (is the cache incomplete?)");

                                                    _cacheManager.AddHostProgram(ref key, hostProgramBinary);
                                                }
                                            }

                                            _gpProgramsDiskCache.Add(key, new ShaderBundle(hostProgram, shaders));

                                            return(true);
                                        });

                                        return(false); // Not finished: still need to compile the host program.
                                    }
                                    else
                                    {
                                        _gpProgramsDiskCache.Add(key, new ShaderBundle(hostProgram, shaders));

                                        return(true);
                                    }
                                });

                                return(false); // Not finished: translating the program.
                            });
                        }

                        _shaderCount = ++programIndex;
                    }

                    // Process the queue.
                    for (int i = 0; i < activeTasks.Count; i++)
                    {
                        ShaderCompileTask task = activeTasks[i];

                        if (task.IsDone())
                        {
                            activeTasks.RemoveAt(i--);
                        }
                    }

                    if (activeTasks.Count == maxTaskCount)
                    {
                        // Wait for a task to be done, or for 1ms.
                        // Host shader compilation cannot signal when it is done,
                        // so the 1ms timeout is required to poll status.

                        taskDoneEvent.WaitOne(1);
                    }
                }

                if (!isReadOnly)
                {
                    // Remove entries that are broken in the cache
                    _cacheManager.RemoveManifestEntries(invalidEntries);
                    _cacheManager.FlushToArchive();
                    _cacheManager.Synchronize();
                }

                progressReportEvent.Set();
                progressReportThread?.Join();

                ShaderCacheStateChanged?.Invoke(ShaderCacheState.Loaded, _shaderCount, _totalShaderCount);

                Logger.Info?.Print(LogClass.Gpu, $"Shader cache loaded {_shaderCount} entries.");
            }
        }