コード例 #1
0
        public GlslProgram Decompile(IGalMemory Memory, long Position, GalShaderType ShaderType)
        {
            Header  = new ShaderHeader(Memory, Position);
            HeaderB = null;

            Blocks  = ShaderDecoder.Decode(Memory, Position);
            BlocksB = null;

            Decl = new GlslDecl(Blocks, ShaderType);

            return(Decompile());
        }
コード例 #2
0
ファイル: GlslDecompiler.cs プロジェクト: pinguicodes/Ryujinx
        public GlslProgram Decompile(byte[] Binary, GalShaderType ShaderType)
        {
            Header  = new ShaderHeader(Binary);
            HeaderB = null;

            Blocks  = ShaderDecoder.Decode(Binary);
            BlocksB = null;

            Decl = new GlslDecl(Blocks, ShaderType, Header);

            return(Decompile());
        }
コード例 #3
0
ファイル: GlslDecompiler.cs プロジェクト: pinguicodes/Ryujinx
        public GlslProgram Decompile(
            byte[]        BinaryA,
            byte[]        BinaryB,
            GalShaderType ShaderType)
        {
            Header  = new ShaderHeader(BinaryA);
            HeaderB = new ShaderHeader(BinaryB);

            Blocks  = ShaderDecoder.Decode(BinaryA);
            BlocksB = ShaderDecoder.Decode(BinaryB);

            GlslDecl DeclVpA = new GlslDecl(Blocks, ShaderType, Header);
            GlslDecl DeclVpB = new GlslDecl(BlocksB, ShaderType, HeaderB);

            Decl = GlslDecl.Merge(DeclVpA, DeclVpB);

            return(Decompile());
        }
コード例 #4
0
        public GlslProgram Decompile(
            IGalMemory Memory,
            long VpAPosition,
            long VpBPosition,
            GalShaderType ShaderType)
        {
            Header  = new ShaderHeader(Memory, VpAPosition);
            HeaderB = new ShaderHeader(Memory, VpBPosition);

            Blocks  = ShaderDecoder.Decode(Memory, VpAPosition);
            BlocksB = ShaderDecoder.Decode(Memory, VpBPosition);

            GlslDecl DeclVpA = new GlslDecl(Blocks, ShaderType);
            GlslDecl DeclVpB = new GlslDecl(BlocksB, ShaderType);

            Decl = GlslDecl.Merge(DeclVpA, DeclVpB);

            return(Decompile());
        }
コード例 #5
0
        public GlslDecl(ShaderIrBlock[] Blocks, GalShaderType ShaderType, ShaderHeader Header)
            : this(ShaderType)
        {
            StagePrefix = StagePrefixes[(int)ShaderType] + "_";

            if (ShaderType == GalShaderType.Fragment)
            {
                int Index = 0;

                for (int Attachment = 0; Attachment < 8; Attachment++)
                {
                    for (int Component = 0; Component < 4; Component++)
                    {
                        if (Header.OmapTargets[Attachment].ComponentEnabled(Component))
                        {
                            m_Gprs.TryAdd(Index, new ShaderDeclInfo(GetGprName(Index), Index));

                            Index++;
                        }
                    }
                }

                if (Header.OmapDepth)
                {
                    Index = Header.DepthRegister;

                    m_Gprs.TryAdd(Index, new ShaderDeclInfo(GetGprName(Index), Index));
                }
            }

            foreach (ShaderIrBlock Block in Blocks)
            {
                ShaderIrNode[] Nodes = Block.GetNodes();

                foreach (ShaderIrNode Node in Nodes)
                {
                    Traverse(Nodes, null, Node);
                }
            }
        }
コード例 #6
0
ファイル: GlslDecl.cs プロジェクト: igorquintaes/Ryujinx
        public GlslDecl(ShaderIrBlock[] blocks, GalShaderType shaderType, ShaderHeader header) : this(shaderType)
        {
            _stagePrefix = _stagePrefixes[(int)shaderType] + "_";

            if (shaderType == GalShaderType.Fragment)
            {
                int index = 0;

                for (int attachment = 0; attachment < 8; attachment++)
                {
                    for (int component = 0; component < 4; component++)
                    {
                        if (header.OmapTargets[attachment].ComponentEnabled(component))
                        {
                            m_Gprs.TryAdd(index, new ShaderDeclInfo(GetGprName(index), index));

                            index++;
                        }
                    }
                }

                if (header.OmapDepth)
                {
                    index = header.DepthRegister;

                    m_Gprs.TryAdd(index, new ShaderDeclInfo(GetGprName(index), index));
                }
            }

            foreach (ShaderIrBlock block in blocks)
            {
                ShaderIrNode[] nodes = block.GetNodes();

                foreach (ShaderIrNode node in nodes)
                {
                    Traverse(nodes, null, node);
                }
            }
        }