Files
Xenia-Canary/src/xenia/gpu/shader.cc
sephiroth99 7bf2f23bef Dump shaders in binary mode
Use binary mode when writing shaders to file, so that 0x0a is not
considered a LF and then converted to CRLF.
2016-06-21 23:05:19 -04:00

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