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Add config key to dump shaders in local directory (#265)
* Add config key to dump shaders in local directory * Address feedback
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@ -118,6 +118,9 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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if (IsDualVp)
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{
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ShaderDumper.Dump(Memory, Position + 0x50, Type, "a");
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ShaderDumper.Dump(Memory, PositionB + 0x50, Type, "b");
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Program = Decompiler.Decompile(
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Memory,
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Position + 0x50,
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@ -126,6 +129,8 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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}
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else
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{
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ShaderDumper.Dump(Memory, Position + 0x50, Type);
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Program = Decompiler.Decompile(Memory, Position + 0x50, Type);
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}
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96
Ryujinx.Graphics/Gal/ShaderDumper.cs
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96
Ryujinx.Graphics/Gal/ShaderDumper.cs
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@ -0,0 +1,96 @@
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using System;
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using System.IO;
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namespace Ryujinx.Graphics.Gal
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{
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static class ShaderDumper
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{
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private static string RuntimeDir;
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private static int DumpIndex = 1;
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public static void Dump(IGalMemory Memory, long Position, GalShaderType Type, string ExtSuffix = "")
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{
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if (string.IsNullOrWhiteSpace(GraphicsConfig.ShadersDumpPath))
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{
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return;
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}
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string FileName = "Shader" + DumpIndex.ToString("d4") + "." + ShaderExtension(Type) + ExtSuffix + ".bin";
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string FilePath = Path.Combine(DumpDir(), FileName);
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DumpIndex++;
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using (FileStream Output = File.Create(FilePath))
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using (BinaryWriter Writer = new BinaryWriter(Output))
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{
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long Offset = 0;
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ulong Instruction = 0;
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//Dump until a NOP instruction is found
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while ((Instruction >> 52 & 0xfff8) != 0x50b0)
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{
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uint Word0 = (uint)Memory.ReadInt32(Position + Offset + 0);
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uint Word1 = (uint)Memory.ReadInt32(Position + Offset + 4);
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Instruction = Word0 | (ulong)Word1 << 32;
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//Zero instructions (other kind of NOP) stop immediatly,
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//this is to avoid two rows of zeroes
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if (Instruction == 0)
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{
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break;
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}
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Writer.Write(Instruction);
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Offset += 8;
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}
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//Align to meet nvdisasm requeriments
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while (Offset % 0x20 != 0)
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{
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Writer.Write(0);
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Offset += 4;
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}
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}
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}
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private static string DumpDir()
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{
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if (string.IsNullOrEmpty(RuntimeDir))
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{
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int Index = 1;
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do
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{
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RuntimeDir = Path.Combine(GraphicsConfig.ShadersDumpPath, "Dumps" + Index.ToString("d2"));
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Index++;
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}
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while (Directory.Exists(RuntimeDir));
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Directory.CreateDirectory(RuntimeDir);
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}
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return RuntimeDir;
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}
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private static string ShaderExtension(GalShaderType Type)
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{
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switch (Type)
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{
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case GalShaderType.Vertex: return "vert";
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case GalShaderType.TessControl: return "tesc";
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case GalShaderType.TessEvaluation: return "tese";
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case GalShaderType.Geometry: return "geom";
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case GalShaderType.Fragment: return "frag";
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default: throw new ArgumentException(nameof(Type));
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}
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}
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}
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}
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4
Ryujinx.Graphics/GraphicsConfig.cs
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4
Ryujinx.Graphics/GraphicsConfig.cs
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@ -0,0 +1,4 @@
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public static class GraphicsConfig
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{
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public static string ShadersDumpPath;
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}
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@ -29,6 +29,8 @@ namespace Ryujinx
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AOptimizations.DisableMemoryChecks = !Convert.ToBoolean(Parser.Value("Enable_Memory_Checks"));
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GraphicsConfig.ShadersDumpPath = Parser.Value("Graphics_Shaders_Dump_Path");
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Log.SetEnable(LogLevel.Debug, Convert.ToBoolean(Parser.Value("Logging_Enable_Debug")));
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Log.SetEnable(LogLevel.Stub, Convert.ToBoolean(Parser.Value("Logging_Enable_Stub")));
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Log.SetEnable(LogLevel.Info, Convert.ToBoolean(Parser.Value("Logging_Enable_Info")));
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@ -1,6 +1,9 @@
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#Enable cpu memory checks (slow)
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Enable_Memory_Checks = false
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#Dump shaders in local directory (e.g. `C:\ShaderDumps`)
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Graphics_Shaders_Dump_Path =
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#Enable print debug logs
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Logging_Enable_Debug = false
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