ShaderDecompiler: Add a debug option to dump the game's shaders.
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@ -597,6 +597,7 @@ struct Values {
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BasicSetting<std::string> program_args{std::string(), "program_args"};
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BasicSetting<bool> dump_exefs{false, "dump_exefs"};
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BasicSetting<bool> dump_nso{false, "dump_nso"};
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BasicSetting<bool> dump_shaders{false, "dump_shaders"};
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BasicSetting<bool> enable_fs_access_log{false, "enable_fs_access_log"};
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BasicSetting<bool> reporting_services{false, "reporting_services"};
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BasicSetting<bool> quest_flag{false, "quest_flag"};
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@ -31,6 +31,8 @@ public:
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[[nodiscard]] virtual std::array<u32, 3> WorkgroupSize() const = 0;
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virtual void Dump(u64 hash) = 0;
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[[nodiscard]] const ProgramHeader& SPH() const noexcept {
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return sph;
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}
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@ -425,6 +425,11 @@ std::unique_ptr<GraphicsPipeline> ShaderCache::CreateGraphicsPipeline(
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const u32 cfg_offset{static_cast<u32>(env.StartAddress() + sizeof(Shader::ProgramHeader))};
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Shader::Maxwell::Flow::CFG cfg(env, pools.flow_block, cfg_offset, index == 0);
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if (Settings::values.dump_shaders) {
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env.Dump(key.unique_hashes[index]);
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}
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if (!uses_vertex_a || index != 1) {
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// Normal path
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programs[index] = TranslateProgram(pools.inst, pools.block, env, cfg, host_info);
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@ -511,8 +516,12 @@ std::unique_ptr<ComputePipeline> ShaderCache::CreateComputePipeline(
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LOG_INFO(Render_OpenGL, "0x{:016x}", key.Hash());
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Shader::Maxwell::Flow::CFG cfg{env, pools.flow_block, env.StartAddress()};
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auto program{TranslateProgram(pools.inst, pools.block, env, cfg, host_info)};
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if (Settings::values.dump_shaders) {
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env.Dump(key.Hash());
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}
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auto program{TranslateProgram(pools.inst, pools.block, env, cfg, host_info)};
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const u32 num_storage_buffers{Shader::NumDescriptors(program.info.storage_buffers_descriptors)};
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Shader::RuntimeInfo info;
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info.glasm_use_storage_buffers = num_storage_buffers <= device.GetMaxGLASMStorageBufferBlocks();
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@ -517,6 +517,9 @@ std::unique_ptr<GraphicsPipeline> PipelineCache::CreateGraphicsPipeline(
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const u32 cfg_offset{static_cast<u32>(env.StartAddress() + sizeof(Shader::ProgramHeader))};
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Shader::Maxwell::Flow::CFG cfg(env, pools.flow_block, cfg_offset, index == 0);
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if (Settings::values.dump_shaders) {
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env.Dump(key.unique_hashes[index]);
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}
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if (!uses_vertex_a || index != 1) {
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// Normal path
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programs[index] = TranslateProgram(pools.inst, pools.block, env, cfg, host_info);
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@ -613,6 +616,12 @@ std::unique_ptr<ComputePipeline> PipelineCache::CreateComputePipeline(
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LOG_INFO(Render_Vulkan, "0x{:016x}", key.Hash());
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Shader::Maxwell::Flow::CFG cfg{env, pools.flow_block, env.StartAddress()};
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// Dump it before error.
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if (Settings::values.dump_shaders) {
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env.Dump(key.Hash());
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}
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auto program{TranslateProgram(pools.inst, pools.block, env, cfg, host_info)};
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const std::vector<u32> code{EmitSPIRV(profile, program)};
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device.SaveShader(code);
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@ -3,6 +3,7 @@
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// Refer to the license.txt file included.
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#include <algorithm>
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#include <bit>
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#include <filesystem>
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#include <fstream>
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#include <memory>
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@ -14,6 +15,7 @@
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#include "common/common_types.h"
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#include "common/div_ceil.h"
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#include "common/fs/fs.h"
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#include "common/fs/path_util.h"
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#include "common/logging/log.h"
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#include "shader_recompiler/environment.h"
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#include "video_core/engines/kepler_compute.h"
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@ -57,6 +59,47 @@ static Shader::TextureType ConvertType(const Tegra::Texture::TICEntry& entry) {
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}
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}
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static std::string_view StageToPrefix(Shader::Stage stage) {
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switch (stage) {
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case Shader::Stage::VertexB:
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return "VB";
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case Shader::Stage::TessellationControl:
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return "TC";
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case Shader::Stage::TessellationEval:
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return "TE";
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case Shader::Stage::Geometry:
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return "GS";
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case Shader::Stage::Fragment:
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return "FS";
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case Shader::Stage::Compute:
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return "CS";
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case Shader::Stage::VertexA:
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return "VA";
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default:
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return "UK";
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}
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}
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static void DumpImpl(u64 hash, const u64* code, u32 read_highest, u32 read_lowest,
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u32 initial_offset, Shader::Stage stage) {
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const auto shader_dir{Common::FS::GetYuzuPath(Common::FS::YuzuPath::DumpDir)};
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const auto base_dir{shader_dir / "shaders"};
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if (!Common::FS::CreateDir(shader_dir) || !Common::FS::CreateDir(base_dir)) {
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LOG_ERROR(Common_Filesystem, "Failed to create shader dump directories");
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return;
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}
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const auto prefix = StageToPrefix(stage);
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const auto name{base_dir / fmt::format("{}{:016x}.ash", prefix, hash)};
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const size_t real_size = read_highest - read_lowest + initial_offset;
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const size_t padding_needed = ((32 - (real_size % 32)) % 32);
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std::fstream shader_file(name, std::ios::out | std::ios::binary);
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const size_t jump_index = initial_offset / sizeof(u64);
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shader_file.write(reinterpret_cast<const char*>(code + jump_index), real_size);
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for (size_t i = 0; i < padding_needed; i++) {
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shader_file.put(0);
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}
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}
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GenericEnvironment::GenericEnvironment(Tegra::MemoryManager& gpu_memory_, GPUVAddr program_base_,
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u32 start_address_)
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: gpu_memory{&gpu_memory_}, program_base{program_base_} {
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@ -128,6 +171,10 @@ u64 GenericEnvironment::CalculateHash() const {
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return Common::CityHash64(data.get(), size);
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}
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void GenericEnvironment::Dump(u64 hash) {
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DumpImpl(hash, code.data(), read_highest, read_lowest, initial_offset, stage);
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}
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void GenericEnvironment::Serialize(std::ofstream& file) const {
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const u64 code_size{static_cast<u64>(CachedSize())};
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const u64 num_texture_types{static_cast<u64>(texture_types.size())};
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@ -207,6 +254,7 @@ GraphicsEnvironment::GraphicsEnvironment(Tegra::Engines::Maxwell3D& maxwell3d_,
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u32 start_address_)
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: GenericEnvironment{gpu_memory_, program_base_, start_address_}, maxwell3d{&maxwell3d_} {
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gpu_memory->ReadBlock(program_base + start_address, &sph, sizeof(sph));
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initial_offset = sizeof(sph);
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gp_passthrough_mask = maxwell3d->regs.gp_passthrough_mask;
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switch (program) {
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case Maxwell::ShaderProgram::VertexA:
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@ -323,14 +371,20 @@ void FileEnvironment::Deserialize(std::ifstream& file) {
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if (stage == Shader::Stage::Compute) {
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file.read(reinterpret_cast<char*>(&workgroup_size), sizeof(workgroup_size))
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.read(reinterpret_cast<char*>(&shared_memory_size), sizeof(shared_memory_size));
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initial_offset = 0;
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} else {
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file.read(reinterpret_cast<char*>(&sph), sizeof(sph));
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initial_offset = sizeof(sph);
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if (stage == Shader::Stage::Geometry) {
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file.read(reinterpret_cast<char*>(&gp_passthrough_mask), sizeof(gp_passthrough_mask));
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}
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}
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}
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void FileEnvironment::Dump(u64 [[maybe_unused]] hash) {
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DumpImpl(hash, code.get(), read_highest, read_lowest, initial_offset, stage);
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}
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u64 FileEnvironment::ReadInstruction(u32 address) {
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if (address < read_lowest || address > read_highest) {
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throw Shader::LogicError("Out of bounds address {}", address);
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@ -57,6 +57,8 @@ public:
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[[nodiscard]] u64 CalculateHash() const;
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void Dump(u64 hash) override;
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void Serialize(std::ofstream& file) const;
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protected:
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@ -82,6 +84,7 @@ protected:
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u32 cached_lowest = std::numeric_limits<u32>::max();
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u32 cached_highest = 0;
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u32 initial_offset = 0;
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bool has_unbound_instructions = false;
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};
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@ -149,6 +152,8 @@ public:
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[[nodiscard]] std::array<u32, 3> WorkgroupSize() const override;
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void Dump(u64 hash) override;
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private:
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std::unique_ptr<u64[]> code;
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std::unordered_map<u32, Shader::TextureType> texture_types;
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@ -159,6 +164,7 @@ private:
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u32 texture_bound{};
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u32 read_lowest{};
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u32 read_highest{};
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u32 initial_offset{};
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};
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void SerializePipeline(std::span<const char> key, std::span<const GenericEnvironment* const> envs,
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@ -51,6 +51,8 @@ void ConfigureDebug::SetConfiguration() {
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ui->enable_cpu_debugging->setChecked(Settings::values.cpu_debug_mode.GetValue());
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ui->enable_nsight_aftermath->setEnabled(runtime_lock);
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ui->enable_nsight_aftermath->setChecked(Settings::values.enable_nsight_aftermath.GetValue());
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ui->dump_shaders->setEnabled(runtime_lock);
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ui->dump_shaders->setChecked(Settings::values.dump_shaders.GetValue());
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ui->disable_macro_jit->setEnabled(runtime_lock);
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ui->disable_macro_jit->setChecked(Settings::values.disable_macro_jit.GetValue());
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ui->disable_loop_safety_checks->setEnabled(runtime_lock);
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@ -73,6 +75,7 @@ void ConfigureDebug::ApplyConfiguration() {
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Settings::values.renderer_shader_feedback = ui->enable_shader_feedback->isChecked();
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Settings::values.cpu_debug_mode = ui->enable_cpu_debugging->isChecked();
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Settings::values.enable_nsight_aftermath = ui->enable_nsight_aftermath->isChecked();
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Settings::values.dump_shaders = ui->dump_shaders->isChecked();
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Settings::values.disable_shader_loop_safety_checks =
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ui->disable_loop_safety_checks->isChecked();
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Settings::values.disable_macro_jit = ui->disable_macro_jit->isChecked();
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@ -105,6 +105,19 @@
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</property>
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</widget>
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</item>
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<item row="2" column="1">
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<widget class="QCheckBox" name="dump_shaders">
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<property name="enabled">
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<bool>true</bool>
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</property>
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<property name="toolTip">
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<string>When checked, it will dump all the original assembler shaders from the disk shader cache or game as found</string>
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</property>
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<property name="text">
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<string>Dump Game Shaders</string>
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</property>
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</widget>
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</item>
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<item row="0" column="1">
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<widget class="QCheckBox" name="disable_macro_jit">
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<property name="enabled">
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