suyu/src/shader_recompiler/main.cpp
2021-07-22 21:51:22 -04:00

80 lines
2.8 KiB
C++

// Copyright 2021 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <chrono>
#include <filesystem>
#include <fmt/format.h>
#include "shader_recompiler/backend/spirv/emit_spirv.h"
#include "shader_recompiler/file_environment.h"
#include "shader_recompiler/frontend/ir/basic_block.h"
#include "shader_recompiler/frontend/ir/ir_emitter.h"
#include "shader_recompiler/frontend/maxwell/control_flow.h"
#include "shader_recompiler/frontend/maxwell/decode.h"
#include "shader_recompiler/frontend/maxwell/location.h"
#include "shader_recompiler/frontend/maxwell/program.h"
#include "shader_recompiler/frontend/maxwell/translate/translate.h"
using namespace Shader;
using namespace Shader::Maxwell;
template <typename Func>
static void ForEachFile(const std::filesystem::path& path, Func&& func) {
std::filesystem::directory_iterator end;
for (std::filesystem::directory_iterator it{path}; it != end; ++it) {
if (std::filesystem::is_directory(*it)) {
ForEachFile(*it, func);
} else {
func(*it);
}
}
}
void RunDatabase() {
std::vector<std::unique_ptr<FileEnvironment>> map;
ForEachFile("D:\\Shaders\\Database", [&](const std::filesystem::path& path) {
map.emplace_back(std::make_unique<FileEnvironment>(path.string().c_str()));
});
ObjectPool<Flow::Block> block_pool;
using namespace std::chrono;
auto t0 = high_resolution_clock::now();
int N = 1;
int n = 0;
for (int i = 0; i < N; ++i) {
for (auto& env : map) {
++n;
// fmt::print(stdout, "Decoding {}\n", path.string());
const Location start_address{0};
block_pool.ReleaseContents();
Flow::CFG cfg{*env, block_pool, start_address};
// fmt::print(stdout, "{}\n", cfg->Dot());
// IR::Program program{env, cfg};
// Optimize(program);
// const std::string code{EmitGLASM(program)};
}
}
auto t = high_resolution_clock::now();
fmt::print(stdout, "{} ms", duration_cast<milliseconds>(t - t0).count() / double(N));
}
int main() {
// RunDatabase();
ObjectPool<Flow::Block> flow_block_pool;
ObjectPool<IR::Inst> inst_pool;
ObjectPool<IR::Block> block_pool;
// FileEnvironment env{"D:\\Shaders\\Database\\Oninaki\\CS8F146B41DB6BD826.bin"};
FileEnvironment env{"D:\\Shaders\\shader.bin"};
block_pool.ReleaseContents();
inst_pool.ReleaseContents();
flow_block_pool.ReleaseContents();
Flow::CFG cfg{env, flow_block_pool, 0};
fmt::print(stdout, "{}\n", cfg.Dot());
IR::Program program{TranslateProgram(inst_pool, block_pool, env, cfg)};
fmt::print(stdout, "{}\n", IR::DumpProgram(program));
Backend::SPIRV::EmitSPIRV spirv{program};
}