using System.IO; namespace Ryujinx.Graphics.Gpu.Engine { class ShaderDumper { private const int ShaderHeaderSize = 0x50; private GpuContext _context; private string _runtimeDir; private string _dumpPath; private int _dumpIndex; public int CurrentDumpIndex => _dumpIndex; public ShaderDumper(GpuContext context) { _context = context; _dumpIndex = 1; } public void Dump(ulong gpuVa, bool compute) { _dumpPath = GraphicsConfig.ShadersDumpPath; if (string.IsNullOrWhiteSpace(_dumpPath)) { return; } string fileName = "Shader" + _dumpIndex.ToString("d4") + ".bin"; string fullPath = Path.Combine(FullDir(), fileName); string codePath = Path.Combine(CodeDir(), fileName); _dumpIndex++; ulong headerSize = compute ? 0UL : ShaderHeaderSize; using (FileStream fullFile = File.Create(fullPath)) using (FileStream codeFile = File.Create(codePath)) { BinaryWriter fullWriter = new BinaryWriter(fullFile); BinaryWriter codeWriter = new BinaryWriter(codeFile); for (ulong i = 0; i < headerSize; i += 4) { fullWriter.Write(_context.MemoryAccessor.ReadInt32(gpuVa + i)); } ulong offset = 0; ulong instruction = 0; // Dump until a NOP instruction is found. while ((instruction >> 48 & 0xfff8) != 0x50b0) { uint word0 = (uint)_context.MemoryAccessor.ReadInt32(gpuVa + headerSize + offset + 0); uint word1 = (uint)_context.MemoryAccessor.ReadInt32(gpuVa + headerSize + offset + 4); instruction = word0 | (ulong)word1 << 32; // Zero instructions (other kind of NOP) stop immediately, // this is to avoid two rows of zeroes. if (instruction == 0) { break; } fullWriter.Write(instruction); codeWriter.Write(instruction); offset += 8; } // Align to meet nvdisasm requirements. while (offset % 0x20 != 0) { fullWriter.Write(0); codeWriter.Write(0); offset += 4; } } } private string FullDir() { return CreateAndReturn(Path.Combine(DumpDir(), "Full")); } private string CodeDir() { return CreateAndReturn(Path.Combine(DumpDir(), "Code")); } private string DumpDir() { if (string.IsNullOrEmpty(_runtimeDir)) { int index = 1; do { _runtimeDir = Path.Combine(_dumpPath, "Dumps" + index.ToString("d2")); index++; } while (Directory.Exists(_runtimeDir)); Directory.CreateDirectory(_runtimeDir); } return _runtimeDir; } private static string CreateAndReturn(string dir) { Directory.CreateDirectory(dir); return dir; } } }