128 lines
4.5 KiB
C++
128 lines
4.5 KiB
C++
/**
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******************************************************************************
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* Xenia : Xbox 360 Emulator Research Project *
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******************************************************************************
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* Copyright 2015 Ben Vanik. All rights reserved. *
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* Released under the BSD license - see LICENSE in the root for more details. *
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******************************************************************************
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*/
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#include <gflags/gflags.h>
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#include <cinttypes>
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#include <cstring>
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#include <string>
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#include <vector>
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#include "xenia/base/logging.h"
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#include "xenia/base/main.h"
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#include "xenia/base/string.h"
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#include "xenia/gpu/glsl_shader_translator.h"
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#include "xenia/gpu/shader_translator.h"
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#include "xenia/gpu/spirv_shader_translator.h"
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#include "xenia/ui/spirv/spirv_disassembler.h"
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DEFINE_string(shader_input, "", "Input shader binary file path.");
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DEFINE_string(shader_input_type, "",
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"'vs', 'ps', or unspecified to infer from the given filename.");
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DEFINE_string(shader_output, "", "Output shader file path.");
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DEFINE_string(shader_output_type, "ucode",
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"Translator to use: [ucode, glsl45, spirv, spirvtext].");
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namespace xe {
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namespace gpu {
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int shader_compiler_main(const std::vector<std::wstring>& args) {
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ShaderType shader_type;
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if (!FLAGS_shader_input_type.empty()) {
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if (FLAGS_shader_input_type == "vs") {
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shader_type = ShaderType::kVertex;
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} else if (FLAGS_shader_input_type == "ps") {
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shader_type = ShaderType::kPixel;
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} else {
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XELOGE("Invalid --shader_input_type; must be 'vs' or 'ps'.");
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return 1;
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}
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} else {
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auto last_dot = FLAGS_shader_input.find_last_of('.');
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bool valid_type = false;
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if (last_dot != std::string::npos) {
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if (FLAGS_shader_input.substr(last_dot) == ".vs") {
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shader_type = ShaderType::kVertex;
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valid_type = true;
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} else if (FLAGS_shader_input.substr(last_dot) == ".ps") {
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shader_type = ShaderType::kPixel;
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valid_type = true;
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}
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}
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if (!valid_type) {
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XELOGE(
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"File type not recognized (use .vs, .ps or "
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"--shader_input_type=vs|ps).");
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return 1;
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}
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}
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auto input_file = fopen(FLAGS_shader_input.c_str(), "rb");
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if (!input_file) {
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XELOGE("Unable to open input file: %s", FLAGS_shader_input.c_str());
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return 1;
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}
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fseek(input_file, 0, SEEK_END);
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size_t input_file_size = ftell(input_file);
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fseek(input_file, 0, SEEK_SET);
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std::vector<uint32_t> ucode_dwords(input_file_size / 4);
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fread(ucode_dwords.data(), 4, ucode_dwords.size(), input_file);
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fclose(input_file);
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XELOGI("Opened %s as a %s shader, %" PRId64 " words (%" PRId64 " bytes).",
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FLAGS_shader_input.c_str(),
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shader_type == ShaderType::kVertex ? "vertex" : "pixel",
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ucode_dwords.size(), ucode_dwords.size() * 4);
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// TODO(benvanik): hash? need to return the data to big-endian format first.
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uint64_t ucode_data_hash = 0;
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auto shader = std::make_unique<Shader>(
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shader_type, ucode_data_hash, ucode_dwords.data(), ucode_dwords.size());
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std::unique_ptr<ShaderTranslator> translator;
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if (FLAGS_shader_output_type == "spirv" ||
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FLAGS_shader_output_type == "spirvtext") {
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translator = std::make_unique<SpirvShaderTranslator>();
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} else if (FLAGS_shader_output_type == "glsl45") {
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translator = std::make_unique<GlslShaderTranslator>(
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GlslShaderTranslator::Dialect::kGL45);
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} else {
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translator = std::make_unique<UcodeShaderTranslator>();
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}
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translator->Translate(shader.get());
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const void* source_data = shader->translated_binary().data();
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size_t source_data_size = shader->translated_binary().size();
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std::unique_ptr<xe::ui::spirv::SpirvDisassembler::Result> spirv_disasm_result;
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if (FLAGS_shader_output_type == "spirvtext") {
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// Disassemble SPIRV.
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spirv_disasm_result = xe::ui::spirv::SpirvDisassembler().Disassemble(
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reinterpret_cast<const uint32_t*>(source_data), source_data_size / 4);
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source_data = spirv_disasm_result->text();
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source_data_size = std::strlen(spirv_disasm_result->text()) + 1;
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}
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if (!FLAGS_shader_output.empty()) {
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auto output_file = fopen(FLAGS_shader_output.c_str(), "wb");
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fwrite(source_data, 1, source_data_size, output_file);
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fclose(output_file);
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}
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return 0;
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}
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} // namespace gpu
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} // namespace xe
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DEFINE_ENTRY_POINT(L"xenia-gpu-shader-compiler",
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L"xenia-gpu-shader-compiler shader.bin",
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xe::gpu::shader_compiler_main);
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