ShaderDecompiler: Add a debug option to dump the game's shaders.
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da8e0f6571
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f58ee3f15f
8 changed files with 98 additions and 1 deletions
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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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