Exemplo n.º 1
0
        public override object Execute(List <string> args)
        {
            if (args.Count < 2)
            {
                return(false);
            }



            bool   use_assembly_compiler = args.Count >= 2 && args[0].ToLower() == "asm";
            string file        = args[args.Count - 1];
            string shader_code = File.ReadAllText(file);

            if (use_assembly_compiler && args.Count < 3)
            {
                return(false);
            }

            int index = use_assembly_compiler ? int.Parse(args[1]) : int.Parse(args[0]);

            if (!use_assembly_compiler)
            {
                using (var reader = new StringReader(shader_code))
                {
                    for (string line = reader.ReadLine(); line != null; line = reader.ReadLine())
                    {
                        var str = line.Trim();
                        if (str == "ps_3_0" || str == "vs_3_0")
                        {
                            use_assembly_compiler = true;
                            break;
                        }
                    }
                }
            }

            byte[] bytecode = null;
            if (use_assembly_compiler)
            {
                bytecode = D3DCompiler.Assemble(shader_code);
            }
            else
            {
                var profile = IsVertexShader ? "vs_3_0" : "ps_3_0";

                try
                {
                    bytecode = D3DCompiler.CompileFromFile(shader_code, "main", profile);
                }
                catch (Exception e)
                {
                    Console.WriteLine(e);
                    return(true);
                }
            }

            var disassembly = D3DCompiler.Disassemble(bytecode);

            Console.WriteLine(disassembly);

            if (typeof(T) == typeof(PixelShader) || typeof(T) == typeof(GlobalPixelShader))
            {
                var shader_data_block = new PixelShaderBlock
                {
                    PCShaderBytecode = bytecode
                };

                if (typeof(T) == typeof(PixelShader))
                {
                    var _definition    = Definition as PixelShader;
                    var existing_block = _definition.Shaders[index];
                    shader_data_block.PCParameters = existing_block.PCParameters;

                    _definition.Shaders[index] = shader_data_block;
                }

                if (typeof(T) == typeof(GlobalPixelShader))
                {
                    var _definition    = Definition as GlobalPixelShader;
                    var existing_block = _definition.Shaders[index];
                    shader_data_block.PCParameters = existing_block.PCParameters;

                    _definition.Shaders[index] = shader_data_block;
                }
            }

            if (typeof(T) == typeof(VertexShader) || typeof(T) == typeof(GlobalVertexShader))
            {
                var shader_data_block = new VertexShaderBlock
                {
                    PCShaderBytecode = bytecode
                };

                if (typeof(T) == typeof(VertexShader))
                {
                    var _definition    = Definition as VertexShader;
                    var existing_block = _definition.Shaders[index];
                    shader_data_block.PCParameters = existing_block.PCParameters;

                    _definition.Shaders[index] = shader_data_block;
                }

                if (typeof(T) == typeof(GlobalVertexShader))
                {
                    var _definition    = Definition as GlobalVertexShader;
                    var existing_block = _definition.Shaders[index];
                    shader_data_block.PCParameters = existing_block.PCParameters;


                    _definition.Shaders[index] = shader_data_block;
                }
            }

            return(true);
        }
Exemplo n.º 2
0
        public override object Execute(List <string> args)
        {
            if (args.Count != 1)
            {
                return(false);
            }

            if (typeof(T) == typeof(PixelShader) || typeof(T) == typeof(GlobalPixelShader))
            {
                PixelShaderBlock shader_block = null;
                if (typeof(T) == typeof(PixelShader))
                {
                    var _definition = Definition as PixelShader;
                    shader_block = _definition.Shaders[int.Parse(args[0])];
                }

                if (typeof(T) == typeof(GlobalPixelShader))
                {
                    var _definition = Definition as GlobalPixelShader;
                    shader_block = _definition.Shaders[int.Parse(args[0])];
                }

                var pc_shader   = shader_block.PCShaderBytecode;
                var disassembly = D3DCompiler.Disassemble(pc_shader);
                if (pc_shader != null)
                {
                    Console.WriteLine(disassembly);
                }
                else
                {
                    Console.WriteLine("Failed to disassemble shader");
                }
            }

            if (typeof(T) == typeof(VertexShader) || typeof(T) == typeof(GlobalVertexShader))
            {
                VertexShaderBlock shader_block = null;
                if (typeof(T) == typeof(VertexShader))
                {
                    var _definition = Definition as VertexShader;
                    shader_block = _definition.Shaders[int.Parse(args[0])];
                }

                if (typeof(T) == typeof(GlobalVertexShader))
                {
                    var _definition = Definition as GlobalVertexShader;
                    shader_block = _definition.Shaders[int.Parse(args[0])];
                }

                var pc_shader   = shader_block.PCShaderBytecode;
                var disassembly = D3DCompiler.Disassemble(pc_shader);
                if (pc_shader != null)
                {
                    Console.WriteLine(disassembly);
                }
                else
                {
                    Console.WriteLine("Failed to disassemble shader");
                }
            }


            return(true);
        }
Exemplo n.º 3
0
        private void GenerateGen3ShaderHeader(int shaderIndex, StreamWriter writer)
        {
            List <ShaderParameter> parameters = null;

            if (typeof(T) == typeof(PixelShader) || typeof(T) == typeof(GlobalPixelShader))
            {
                PixelShaderBlock shader_block = null;
                if (typeof(T) == typeof(PixelShader))
                {
                    var _definition = Definition as PixelShader;
                    if (shaderIndex < _definition.Shaders.Count)
                    {
                        shader_block = _definition.Shaders[shaderIndex];
                    }
                    else
                    {
                        return;
                    }
                }

                if (typeof(T) == typeof(GlobalPixelShader))
                {
                    var _definition = Definition as GlobalPixelShader;
                    if (shaderIndex < _definition.Shaders.Count)
                    {
                        shader_block = _definition.Shaders[shaderIndex];
                    }
                    else
                    {
                        return;
                    }
                }

                parameters = shader_block.XboxParameters;
            }

            if (typeof(T) == typeof(VertexShader) || typeof(T) == typeof(GlobalVertexShader))
            {
                VertexShaderBlock shaderBlock = null;
                if (typeof(T) == typeof(VertexShader))
                {
                    var _definition = Definition as VertexShader;
                    if (shaderIndex < _definition.Shaders.Count)
                    {
                        shaderBlock = _definition.Shaders[shaderIndex];
                    }
                    else
                    {
                        return;
                    }
                }

                if (typeof(T) == typeof(GlobalVertexShader))
                {
                    var _definition = Definition as GlobalVertexShader;
                    if (shaderIndex < _definition.Shaders.Count)
                    {
                        shaderBlock = _definition.Shaders[shaderIndex];
                    }
                    else
                    {
                        return;
                    }
                }

                parameters = shaderBlock.XboxParameters;
            }

            List <string> parameterNames = new List <string>();

            for (int i = 0; i < parameters.Count; i++)
            {
                parameterNames.Add(Cache.StringTable.GetString(parameters[i].ParameterName));
            }


            WriteHeaderLine(writer);
            WriteHeaderLine(writer, "Generated by TagTool and Xbox Shader Disassembler");
            WriteHeaderLine(writer);
            WriteHeaderLine(writer, "Parameters");
            WriteHeaderLine(writer);
            for (int i = 0; i < parameters.Count; i++)
            {
                var param = parameters[i];
                WriteHeaderLine(writer, $"    {GetTypeString(param.RegisterType, param.RegisterCount)} {parameterNames[i]};");
            }
            WriteHeaderLine(writer);
            WriteHeaderLine(writer);
            WriteHeaderLine(writer, "Registers");
            WriteHeaderLine(writer);
            // sort later
            for (int i = 0; i < parameters.Count; i++)
            {
                var param = parameters[i];
                WriteHeaderLine(writer, $"    {parameterNames[i]} {GetRegisterString(param.RegisterType, param.RegisterIndex)} {param.RegisterCount}");
            }
            WriteHeaderLine(writer);
        }
Exemplo n.º 4
0
        private string Disassemble(int shaderIndex)
        {
            string disassembly = null;

            if (typeof(T) == typeof(PixelShader) || typeof(T) == typeof(GlobalPixelShader))
            {
                PixelShaderBlock shader_block = null;
                if (typeof(T) == typeof(PixelShader))
                {
                    var _definition = Definition as PixelShader;
                    if (shaderIndex < _definition.Shaders.Count)
                    {
                        shader_block = _definition.Shaders[shaderIndex];
                    }
                    else
                    {
                        return(null);
                    }
                }

                if (typeof(T) == typeof(GlobalPixelShader))
                {
                    var _definition = Definition as GlobalPixelShader;
                    if (shaderIndex < _definition.Shaders.Count)
                    {
                        shader_block = _definition.Shaders[shaderIndex];
                    }
                    else
                    {
                        return(null);
                    }
                }

                var pc_shader = shader_block.PCShaderBytecode;
                disassembly = D3DCompiler.Disassemble(pc_shader);
                if (pc_shader == null)
                {
                    disassembly = null;
                }
            }

            if (typeof(T) == typeof(VertexShader) || typeof(T) == typeof(GlobalVertexShader))
            {
                VertexShaderBlock shader_block = null;
                if (typeof(T) == typeof(VertexShader))
                {
                    var _definition = Definition as VertexShader;
                    if (shaderIndex < _definition.Shaders.Count)
                    {
                        shader_block = _definition.Shaders[shaderIndex];
                    }
                    else
                    {
                        return(null);
                    }
                }

                if (typeof(T) == typeof(GlobalVertexShader))
                {
                    var _definition = Definition as GlobalVertexShader;
                    if (shaderIndex < _definition.Shaders.Count)
                    {
                        shader_block = _definition.Shaders[shaderIndex];
                    }
                    else
                    {
                        return(null);
                    }
                }

                var pc_shader = shader_block.PCShaderBytecode;
                disassembly = D3DCompiler.Disassemble(pc_shader);
                if (pc_shader == null)
                {
                    disassembly = null;
                }
            }

            return(disassembly);
        }
Exemplo n.º 5
0
        private string DisassembleGen3Shader(int shaderIndex)
        {
            var file = UseXSDCommand.XSDFileInfo;

            if (file == null)
            {
                Console.WriteLine("xsd.exe not found! use command usexsd <directory> to load xsd.exe");
                return(null);
            }
            var    tempFile     = Path.GetTempFileName();
            string disassembly  = null;
            string xsdArguments = " \"" + tempFile + "\"";

            byte[] microcode    = new byte[0];
            byte[] debugData    = new byte[0];
            byte[] constantData = new byte[0];

            //
            // Set the arguments for xsd.exe according to the XDK documentation
            //
            try
            {
                if (typeof(T) == typeof(PixelShader) || typeof(T) == typeof(GlobalPixelShader))
                {
                    xsdArguments = "/rawps" + xsdArguments;
                    PixelShaderBlock shaderBlock = null;
                    if (typeof(T) == typeof(PixelShader))
                    {
                        var _definition = Definition as PixelShader;
                        if (shaderIndex < _definition.Shaders.Count)
                        {
                            shaderBlock = _definition.Shaders[shaderIndex];
                        }
                        else
                        {
                            return(null);
                        }
                    }

                    if (typeof(T) == typeof(GlobalPixelShader))
                    {
                        var _definition = Definition as GlobalPixelShader;
                        if (shaderIndex < _definition.Shaders.Count)
                        {
                            shaderBlock = _definition.Shaders[shaderIndex];
                        }
                        else
                        {
                            return(null);
                        }
                    }

                    microcode    = shaderBlock.XboxShaderReference.ShaderData;
                    debugData    = shaderBlock.XboxShaderReference.DebugData;
                    constantData = shaderBlock.XboxShaderReference.ConstantData;
                }

                if (typeof(T) == typeof(VertexShader) || typeof(T) == typeof(GlobalVertexShader))
                {
                    xsdArguments = "/rawvs" + xsdArguments;
                    VertexShaderBlock shaderBlock = null;
                    if (typeof(T) == typeof(VertexShader))
                    {
                        var _definition = Definition as VertexShader;
                        if (shaderIndex < _definition.Shaders.Count)
                        {
                            shaderBlock = _definition.Shaders[shaderIndex];
                        }
                        else
                        {
                            return(null);
                        }
                    }

                    if (typeof(T) == typeof(GlobalVertexShader))
                    {
                        var _definition = Definition as GlobalVertexShader;
                        if (shaderIndex < _definition.Shaders.Count)
                        {
                            shaderBlock = _definition.Shaders[shaderIndex];
                        }
                        else
                        {
                            return(null);
                        }
                    }

                    microcode    = shaderBlock.XboxShaderReference.ShaderData;
                    debugData    = shaderBlock.XboxShaderReference.DebugData;
                    constantData = shaderBlock.XboxShaderReference.ConstantData;
                }

                File.WriteAllBytes(tempFile, debugData);
                File.WriteAllBytes(tempFile, constantData);
                File.WriteAllBytes(tempFile, microcode);

                ProcessStartInfo info = new ProcessStartInfo(UseXSDCommand.XSDFileInfo.FullName)
                {
                    Arguments              = xsdArguments,
                    CreateNoWindow         = true,
                    WindowStyle            = ProcessWindowStyle.Hidden,
                    UseShellExecute        = false,
                    RedirectStandardError  = false,
                    RedirectStandardOutput = true,
                    RedirectStandardInput  = false
                };
                Process xsd = Process.Start(info);
                disassembly = xsd.StandardOutput.ReadToEnd();
                xsd.WaitForExit();
            }
            catch (Exception e)
            {
                Console.WriteLine($"Failed to disassemble shader: {e.ToString()}");
            }
            finally
            {
                File.Delete(tempFile);
            }

            return(disassembly);
        }