Пример #1
0
 public void WriteShader(IrShader shader)
 {
     foreach (var comment in shader.PreComments)
     {
         WriteIndent();
         WriteLine(comment);
     }
     if (shader.ResourceDefinition != null)
     {
         Context.ResourceDefinitionWriter.WriteResourceDefinition(shader.ResourceDefinition);
     }
     if (shader.InterfaceManger != null)
     {
         Context.InterfaceWriter.WriteInterface(shader.InterfaceManger);
     }
     foreach (var signature in shader.Signatures)
     {
         Context.SignatureWriter.WriteSignature(signature);
     }
     foreach (var pass in shader.Passes)
     {
         Context.PassWriter.WritePass(pass);
     }
     if (shader.Effect != null)
     {
         Context.EffectWriter.WriteEffect(shader.Effect);
     }
     foreach (var comment in shader.PostComments)
     {
         WriteIndent();
         WriteLine(comment);
     }
 }
Пример #2
0
        /// <summary>
        /// Split instructions into seperate phases.
        /// </summary>
        /// <param name="programChunk"></param>
        static void ParseShaderChunk(IrShader shader, ShaderProgramChunk programChunk)
        {
            Func <OpcodeToken, int, bool> NotSplitToken = (OpcodeToken token, int index) =>
                                                          index == 0 ||
                                                          token.Header.OpcodeType != OpcodeType.HsForkPhase &&
                                                          token.Header.OpcodeType != OpcodeType.HsJoinPhase &&
                                                          token.Header.OpcodeType != OpcodeType.Label;
            int i = 0;

            while (i < programChunk.Tokens.Count)
            {
                var tokens = programChunk.Tokens.Skip(i).TakeWhile(NotSplitToken).ToList();
                if (i == 0)
                {
                    var type = programChunk.Version.ProgramType.GetPassType();
                    var pass = new IrPass(tokens, programChunk.Version.ProgramType.ToString(), type);
                    InstructionParser.ParseTokens(pass, tokens);
                    pass.InputSignature  = shader.Signatures.First(s => s.SignatureType == IrSignatureType.Input);
                    pass.OutputSignature = shader.Signatures.First(s => s.SignatureType == IrSignatureType.Output);
                    shader.Passes.Add(pass);
                }
                else if (tokens[0].Header.OpcodeType == OpcodeType.Label)
                {
                    var index = (tokens[0] as InstructionToken).Operands[0].Indices[0].Value;
                    var pass  = new IrPass($"Label{index}", IrPass.PassType.FunctionBody);
                    InstructionParser.ParseTokens(pass, tokens);
                    shader.Passes.Add(pass);
                }
                else if (tokens[0].Header.OpcodeType == OpcodeType.HsForkPhase)
                {
                    var index = shader.Passes.Select(p => p.Type == IrPass.PassType.HullShaderForkPhase).Count();
                    var pass  = new IrPass($"HullForkPhase{index}", IrPass.PassType.HullShaderForkPhase);
                    InstructionParser.ParseTokens(pass, tokens);
                    shader.Passes.Add(pass);
                }
                else
                {
                    var index = shader.Passes.Select(p => p.Type == IrPass.PassType.HullShaderJoinPhase).Count();
                    var pass  = new IrPass(tokens, $"HullJoinPhase{index}", IrPass.PassType.HullShaderJoinPhase);
                    InstructionParser.ParseTokens(pass, tokens);
                    shader.Passes.Add(pass);
                }
                i += tokens.Count;
            }
            shader.InterfaceManger?.Parse(shader, programChunk.Container);
            if (programChunk.Version.ProgramType == ProgramType.HullShader)
            {
                string patchConstantPassName = "HullPatchConstant";
                shader.Passes.Add(new IrPass("HullPatchConstant", IrPass.PassType.HullShaderPatchConstantPhase));
                var ctrlPointPass = shader.Passes.First(p => p.Type == IrPass.PassType.HullShaderControlPointPhase);
                ctrlPointPass.Attributes.Add(IrAttribute.Create("patchconstantfunc", patchConstantPassName));
            }
        }
Пример #3
0
        static void ParseLibrary(IrShader shader, BytecodeContainer container)
        {
            var libraryHeader    = container.Chunks.OfType <LibHeaderChunk>().Single();
            var libraryFunctions = container.Chunks.OfType <LibfChunk>().ToArray();

            for (int i = 0; i < libraryFunctions.Length; i++)
            {
                var pass = new IrPass(libraryHeader.FunctionDescs[i].Name, IrPass.PassType.FunctionBody);
                InstructionParser.ParseTokens(pass, libraryFunctions[i].LibraryContainer.Shader.Tokens);
                shader.Passes.Add(pass);
            }
        }
Пример #4
0
 public DecompileContext(StringWriter writer, IrShader shader)
 {
     Writer                   = writer;
     Shader                   = shader;
     ShaderWriter             = new ShaderWriter(this);
     PassWriter               = new PassWriter(this);
     EffectWriter             = new EffectWriter(this);
     InstructionWriter        = new InstructionWriter(this);
     OperandWriter            = new OperandWriter(this);
     ResourceDefinitionWriter = new ResourceDefinitionWriter(this);
     InterfaceWriter          = new InterfaceWriter(this);
     SignatureWriter          = new SignatureWriter(this);
 }
Пример #5
0
        public static void Parse(IrShader shader, ResourceDefinitionChunk chunk)
        {
            var rdef = new IrResourceDefinition(chunk);

            shader.ResourceDefinition  = rdef;
            rdef.ResourceBindingsDebug = DisassembleBindings(chunk.ResourceBindings, chunk.Target.IsSM51);
            rdef.ResourceBindings      = new List <IrResourceBinding>();
            foreach (var binding in chunk.ResourceBindings)
            {
                rdef.ResourceBindings.Add(ParseBinding(binding));
            }
            rdef.ConstantBuffersDebug = DisassembleBuffers(chunk.ConstantBuffers);
            rdef.ConstantBuffers      = new List <IrConstantBuffer>();
            foreach (var cbuffer in chunk.ConstantBuffers)
            {
                rdef.ConstantBuffers.Add(ParseBuffer(cbuffer));
            }
        }
Пример #6
0
        static void ParseEffect(IrShader shader, BytecodeContainer container)
        {
            var effect = container.Chunks.OfType <EffectChunk>().Single();

            shader.Effect = new IrEffect(effect);
            foreach (var variable in effect.LocalVariables)
            {
                foreach (var effectShader in variable.ShaderData)
                {
                    var chunk = effectShader.Shader?.Shader;
                    if (chunk == null)
                    {
                        continue;
                    }
                    //shader.Passes.Add(new IrPass(chunk));
                }
                foreach (var effectShader in variable.ShaderData5)
                {
                    var chunk = effectShader.Shader.Shader;
                    //shader.Passes.Add(new IrPass(chunk));
                }
            }
        }
Пример #7
0
        public static IrShader Parse(BytecodeContainer container)
        {
            var shader = new IrShader();

            if (container.Version.ProgramType == ProgramType.LibraryShader)
            {
                ParseLibrary(shader, container);
                return(shader);
            }
            if (container.Version.ProgramType == ProgramType.EffectsShader)
            {
                ParseEffect(shader, container);
                return(shader);
            }
            ResourceDefinitionParser.Parse(shader, container.ResourceDefinition);
            if (container.Interfaces != null)
            {
                shader.InterfaceManger = new IrInterfaceManger(container.Interfaces);
            }
            if (container.InputSignature != null)
            {
                shader.Signatures.Add(new IrSignature(
                                          container.InputSignature,
                                          $"{container.Version.ProgramType}Input",
                                          IrSignatureType.Input));
            }
            if (container.OutputSignature != null)
            {
                shader.Signatures.Add(new IrSignature(
                                          container.OutputSignature,
                                          $"{container.Version.ProgramType}Output",
                                          IrSignatureType.Output));
            }
            ParseShaderChunk(shader, container.Shader);
            return(shader);
        }