Use binary mode when writing shaders to file, so that 0x0a is not considered a LF and then converted to CRLF.
91 lines
3.1 KiB
C++
91 lines
3.1 KiB
C++
/**
|
|
******************************************************************************
|
|
* Xenia : Xbox 360 Emulator Research Project *
|
|
******************************************************************************
|
|
* Copyright 2015 Ben Vanik. All rights reserved. *
|
|
* Released under the BSD license - see LICENSE in the root for more details. *
|
|
******************************************************************************
|
|
*/
|
|
|
|
#include "xenia/gpu/shader.h"
|
|
|
|
#include <cinttypes>
|
|
#include <cstring>
|
|
|
|
#include "xenia/base/filesystem.h"
|
|
#include "xenia/base/math.h"
|
|
#include "xenia/base/memory.h"
|
|
#include "xenia/base/string.h"
|
|
#include "xenia/gpu/ucode.h"
|
|
|
|
namespace xe {
|
|
namespace gpu {
|
|
using namespace ucode;
|
|
|
|
Shader::Shader(ShaderType shader_type, uint64_t ucode_data_hash,
|
|
const uint32_t* ucode_dwords, size_t ucode_dword_count)
|
|
: shader_type_(shader_type), ucode_data_hash_(ucode_data_hash) {
|
|
// We keep ucode data in host native format so it's easier to work with.
|
|
ucode_data_.resize(ucode_dword_count);
|
|
xe::copy_and_swap(ucode_data_.data(), ucode_dwords, ucode_dword_count);
|
|
}
|
|
|
|
Shader::~Shader() = default;
|
|
|
|
std::string Shader::GetTranslatedBinaryString() const {
|
|
std::string result;
|
|
result.resize(translated_binary_.size());
|
|
std::memcpy(const_cast<char*>(result.data()), translated_binary_.data(),
|
|
translated_binary_.size());
|
|
return result;
|
|
}
|
|
|
|
std::pair<std::string, std::string> Shader::Dump(const std::string& base_path,
|
|
const char* path_prefix) {
|
|
// Ensure target path exists.
|
|
auto target_path = xe::to_wstring(base_path);
|
|
if (!target_path.empty()) {
|
|
target_path = xe::to_absolute_path(target_path);
|
|
xe::filesystem::CreateFolder(target_path);
|
|
}
|
|
|
|
char txt_file_name[kMaxPath];
|
|
std::snprintf(txt_file_name, xe::countof(txt_file_name),
|
|
"%s/shader_%s_%.16" PRIX64 ".%s", base_path.c_str(),
|
|
path_prefix, ucode_data_hash_,
|
|
shader_type_ == ShaderType::kVertex ? "vert" : "frag");
|
|
FILE* f = fopen(txt_file_name, "wb");
|
|
if (f) {
|
|
fwrite(translated_binary_.data(), 1, translated_binary_.size(), f);
|
|
fprintf(f, "\n\n");
|
|
auto ucode_disasm_ptr = ucode_disassembly().c_str();
|
|
while (*ucode_disasm_ptr) {
|
|
auto line_end = std::strchr(ucode_disasm_ptr, '\n');
|
|
fprintf(f, "// ");
|
|
fwrite(ucode_disasm_ptr, 1, line_end - ucode_disasm_ptr + 1, f);
|
|
ucode_disasm_ptr = line_end + 1;
|
|
}
|
|
fprintf(f, "\n\n");
|
|
if (!host_disassembly_.empty()) {
|
|
fprintf(f, "\n\n/*\n%s\n*/\n", host_disassembly_.c_str());
|
|
}
|
|
fclose(f);
|
|
}
|
|
|
|
char bin_file_name[kMaxPath];
|
|
std::snprintf(bin_file_name, xe::countof(bin_file_name),
|
|
"%s/shader_%s_%.16" PRIX64 ".bin.%s", base_path.c_str(),
|
|
path_prefix, ucode_data_hash_,
|
|
shader_type_ == ShaderType::kVertex ? "vert" : "frag");
|
|
f = fopen(bin_file_name, "wb");
|
|
if (f) {
|
|
fwrite(ucode_data_.data(), 4, ucode_data_.size(), f);
|
|
fclose(f);
|
|
}
|
|
|
|
return {std::string(txt_file_name), std::string(bin_file_name)};
|
|
}
|
|
|
|
} // namespace gpu
|
|
} // namespace xe
|