blob: 932fdb55f7e2fd865cb68cd854ccac850929e870 [file] [log] [blame]
/*
* Copyright (c) 2012 Rob Clark <robdclark@gmail.com>
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
#include <stdio.h>
#include <stdlib.h>
#include <stdint.h>
#include <unistd.h>
#include <sys/types.h>
#include <sys/stat.h>
#include <fcntl.h>
#include <string.h>
#include "redump.h"
#include "disasm.h"
#include "io.h"
#define ASCII_XOR 0xff
#include "util.h"
struct pgm_header {
uint32_t size;
uint32_t unknown1;
uint32_t unknown2;
uint32_t revision;
uint32_t unknown4;
uint32_t unknown5;
uint32_t unknown6;
uint32_t unknown7;
uint32_t unknown8;
uint32_t num_attribs;
uint32_t num_uniforms;
uint32_t num_samplers;
uint32_t num_varyings;
uint32_t num_uniformblocks;
};
struct vs_header {
uint32_t unknown1; /* seems to be # of sections up to and including shader */
uint32_t unknown2; /* seems to be low byte or so of SQ_PROGRAM_CNTL */
uint32_t unknown3;
uint32_t unknown4;
uint32_t unknown5;
uint32_t unknown6;
uint32_t unknown7;
uint32_t unknown8;
uint32_t unknown9; /* seems to be # of sections following shader */
};
struct fs_header {
uint32_t unknown1;
};
/*
// Covers a lot of type_info
// varying, attribute, uniform, sampler
type_info & 0xFF
if ((type_info >> 8) == 0x8b) // vector
0x50 = vec2
0x51 = vec3
0x52 = vec4
0x53 = ivec2
0x54 = ivec3
0x55 = ivec4
0x56 = bool // Why is this in vector?
0x57 = bvec2
0x58 = bvec3
0x59 = bvec4
0x5a = mat2
0x5b = mat3
0x5c = mat4
0x5a = mat2x2 // Same as mat2
0x65 = mat2x3
0x66 = mat2x4
0x67 = mat3x2
0x5b = mat3x3 // Same as mat3
0x68 = mat3x4
0x69 = mat4x2
0x6a = mat4x3
0x5c = mat4x4 // same as mat4
0x5e = sampler2D
0x5f = sampler3D
0x60 = samplerCube // XXX: Doesn't work
0x62 = sampler2DShadow
0xc6 = uvec2
0xc7 = uvec3
0xc8 = uvec4
else if ((type_info >> 8) == 0x8d) // GLES3 samplers
0xC1 = sampler2DArray
0xC4 = sampler2DArrayShadow
0xC5 = samplerCubeShadow
0xCA = isampler2D
0xCB = isampler3D
0xCC = isamplerCube
0xD2 = usampler2D
0xD3 = usampler3D
0xD4 = usamplerCube
0xD7 = isampler2DArray
0xD7 = usampler2DArray // Is the same as isampler2DArray?
else // 0x14 = single
0x04 = int
0x05 = uint
0x06 = float
*/
struct attribute {
uint32_t type_info;
uint32_t reg; /* seems to be the register the fetch instruction loads to */
uint32_t const_idx; /* the CONST() indx value for sampler */
uint32_t unknown2;
uint32_t unknown3;
uint32_t unknown4;
uint32_t unknown5;
char name[];
};
struct uniform {
uint32_t type_info;
uint32_t unknown2;
uint32_t unknown3;
uint32_t unknown4;
uint32_t const_base; /* const base register (for uniforms that take more than one const reg, ie. matrices) */
uint32_t unknown6;
uint32_t const_reg; /* the const register holding the value */
uint32_t unknown7;
uint32_t unknown8;
uint32_t unknown9;
union {
struct {
char name[1];
} v1;
struct {
uint32_t unknown10;
uint32_t unknown11;
uint32_t unknown12;
char name[];
} v2;
};
};
struct uniformblockmember {
uint32_t type_info;
uint32_t is_array;
uint32_t array_size; /* elements in the array */
uint32_t unknown2; /* Same as array_size */
uint32_t unknown3; /* Seems to be a offset within UBO in vertex (by components) */
uint32_t unknown4;
uint32_t unknown5; /* Seems to be a offset within UBO in fragment (by vec4) */
uint32_t unknown6;
uint32_t unknown7;
uint32_t unknown8;
uint32_t unknown9; /* UBO block index? */
uint32_t unknown10;
uint32_t unknown11;
uint32_t unknown12;
char name[];
};
struct uniformblock
{
uint32_t type_info;
uint32_t unknown1;
uint32_t unknown2;
uint32_t unknown3;
uint32_t unknown4;
uint32_t num_members;
uint32_t num_members2;
uint32_t unknown5;
uint32_t unknown6;
uint32_t unknown7;
char name[];
};
struct sampler {
uint32_t type_info;
uint32_t is_array;
uint32_t array_size; /* elements in the array */
uint32_t unknown4; /* same as array_size */
uint32_t unknown5;
uint32_t unknown6;
uint32_t const_idx; /* the CONST() indx value for the sampler */
uint32_t unknown7;
char name[];
};
struct varying {
uint32_t type_info;
uint32_t unknown2;
uint32_t unknown3;
uint32_t reg; /* the register holding the value (on entry to the shader) */
char name[];
};
struct output {
uint32_t type_info;
uint32_t unknown2;
uint32_t unknown3;
uint32_t unknown4;
uint32_t unknown5;
uint32_t unknown6;
uint32_t unknown7;
uint32_t unknown8;
char name[];
};
struct constant {
uint32_t unknown1;
uint32_t unknown2;
uint32_t unknown3;
uint32_t const_idx;
float val[];
};
struct state {
char *buf;
int sz;
struct pgm_header *hdr;
struct attribute *attribs[32]; /* don't really know the upper limit.. */
struct uniform *uniforms[32];
struct sampler *samplers[32];
struct varying *varyings[32];
struct {
struct uniformblock *header;
struct uniformblockmember **members; /* GL ES 3.0 spec mandates minimum 16K support. a3xx supports 65K */
} uniformblocks[24]; /* Maximum a330 supports */
struct output *outputs[0]; /* I guess only one?? */
};
static const char *infile;
static int full_dump = 1;
static int dump_shaders = 0;
static int gpu_id;
static char *find_sect_end(char *buf, int sz)
{
uint8_t *ptr = (uint8_t *)buf;
uint8_t *end = ptr + sz - 3;
while (ptr < end) {
uint32_t d = 0;
d |= ptr[0] << 0;
d |= ptr[1] << 8;
d |= ptr[2] << 16;
d |= ptr[3] << 24;
/* someone at QC likes baseball */
if (d == 0xba5eba11)
return (char *)ptr;
ptr++;
}
return NULL;
}
static void *next_sect(struct state *state, int *sect_size)
{
char *end = find_sect_end(state->buf, state->sz);
void *sect;
if (!end)
return NULL;
*sect_size = end - state->buf;
/* copy the section to keep things nicely 32b aligned: */
sect = malloc(ALIGN(*sect_size, 4));
memcpy(sect, state->buf, *sect_size);
state->sz -= *sect_size + 4;
state->buf = end + 4;
return sect;
}
static int valid_type(uint32_t type_info)
{
switch ((type_info >> 8) & 0xff) {
case 0x8b: /* vector */
case 0x8d: /* GLES3 samplers */
case 0x14: /* float */
return 1;
default:
return 0;
}
}
#if 0
static int valid_uniformblock(uint32_t type_info)
{
if (type_info == 0x128)
return 1;
return 0;
}
#endif
static void dump_attribute(struct attribute *attrib)
{
printf("\tR%d, CONST(%d): %s\n", attrib->reg,
attrib->const_idx, attrib->name);
}
static inline int is_uniform_v2(struct uniform *uniform)
{
/* TODO maybe this should be based on revision #? */
if (uniform->v2.unknown10 == 0)
return 1;
return 0;
}
static void dump_uniform(struct uniform *uniform)
{
char *name = is_uniform_v2(uniform) ? uniform->v2.name : uniform->v1.name;
if (uniform->const_reg == -1) {
printf("\tC%d+: %s\n", uniform->const_base, name);
} else {
printf("\tC%d: %s\n", uniform->const_reg, name);
}
}
static void dump_sampler(struct sampler *sampler)
{
printf("\tCONST(%d): %s\n", sampler->const_idx, sampler->name);
}
static void dump_varying(struct varying *varying)
{
printf("\tR%d: %s\n", varying->reg, varying->name);
}
static void dump_uniformblock(struct uniformblock *uniformblock)
{
printf("\tUniform Block: %s(%d)\n", uniformblock->name, uniformblock->num_members);
}
static void dump_uniformblockmember(struct uniformblockmember *member)
{
printf("Uniform Block member: %s\n", member->name);
}
static void dump_output(struct output *output)
{
printf("\tR?: %s\n", output->name);
}
static void dump_constant(struct constant *constant)
{
printf("\tC%d: %f, %f, %f, %f\n", constant->const_idx,
constant->val[0], constant->val[1],
constant->val[2], constant->val[3]);
}
/* dump attr/uniform/sampler/varying/const summary: */
static void dump_short_summary(struct state *state, int nconsts,
struct constant **constants)
{
int i;
/* dump attr/uniform/sampler/varying/const summary: */
for (i = 0; i < state->hdr->num_varyings; i++) {
dump_varying(state->varyings[i]);
}
for (i = 0; i < state->hdr->num_attribs; i++) {
dump_attribute(state->attribs[i]);
}
for (i = 0; i < state->hdr->num_uniforms; i++) {
dump_uniform(state->uniforms[i]);
}
for (i = 0; i < state->hdr->num_samplers; i++) {
dump_sampler(state->samplers[i]);
}
for (i = 0; i < nconsts - 1; i++) {
if (constants[i]->unknown2 == 0) {
dump_constant(constants[i]);
}
}
printf("\n");
}
static void dump_raw_shader(uint32_t *dwords, uint32_t sizedwords, int n, char *ext)
{
static char filename[256];
int fd;
if (!dump_shaders)
return;
sprintf(filename, "%.*s-%d.%s", (int)strlen(infile)-3, infile, n, ext);
fd = open(filename, O_WRONLY | O_TRUNC | O_CREAT, 0644);
write(fd, dwords, sizedwords * 4);
}
static void dump_shaders_a2xx(struct state *state)
{
int i, sect_size;
uint8_t *ptr;
/* dump vertex shaders: */
for (i = 0; i < 3; i++) {
struct vs_header *vs_hdr = next_sect(state, &sect_size);
struct constant *constants[32];
int j, level = 0;
printf("\n");
if (full_dump) {
printf("#######################################################\n");
printf("######## VS%d HEADER: (size %d)\n", i, sect_size);
dump_hex((void *)vs_hdr, sect_size);
}
for (j = 0; j < (int)vs_hdr->unknown1 - 1; j++) {
constants[j] = next_sect(state, &sect_size);
if (full_dump) {
printf("######## VS%d CONST: (size=%d)\n", i, sect_size);
dump_constant(constants[j]);
dump_hex((char *)constants[j], sect_size);
}
}
ptr = next_sect(state, &sect_size);
printf("######## VS%d SHADER: (size=%d)\n", i, sect_size);
if (full_dump) {
dump_hex(ptr, sect_size);
level = 1;
} else {
dump_short_summary(state, vs_hdr->unknown1 - 1, constants);
}
disasm_a2xx((uint32_t *)(ptr + 32), (sect_size - 32) / 4, level+1, MESA_SHADER_VERTEX);
dump_raw_shader((uint32_t *)(ptr + 32), (sect_size - 32) / 4, i, "vo");
free(ptr);
for (j = 0; j < vs_hdr->unknown9; j++) {
ptr = next_sect(state, &sect_size);
if (full_dump) {
printf("######## VS%d CONST?: (size=%d)\n", i, sect_size);
dump_hex(ptr, sect_size);
}
free(ptr);
}
for (j = 0; j < vs_hdr->unknown1 - 1; j++) {
free(constants[j]);
}
free(vs_hdr);
}
/* dump fragment shaders: */
for (i = 0; i < 1; i++) {
struct fs_header *fs_hdr = next_sect(state, &sect_size);
struct constant *constants[32];
int j, level = 0;
printf("\n");
if (full_dump) {
printf("#######################################################\n");
printf("######## FS%d HEADER: (size %d)\n", i, sect_size);
dump_hex((void *)fs_hdr, sect_size);
}
for (j = 0; j < fs_hdr->unknown1 - 1; j++) {
constants[j] = next_sect(state, &sect_size);
if (full_dump) {
printf("######## FS%d CONST: (size=%d)\n", i, sect_size);
dump_constant(constants[j]);
dump_hex((char *)constants[j], sect_size);
}
}
ptr = next_sect(state, &sect_size);
printf("######## FS%d SHADER: (size=%d)\n", i, sect_size);
if (full_dump) {
dump_hex(ptr, sect_size);
level = 1;
} else {
dump_short_summary(state, fs_hdr->unknown1 - 1, constants);
}
disasm_a2xx((uint32_t *)(ptr + 32), (sect_size - 32) / 4, level+1, MESA_SHADER_FRAGMENT);
dump_raw_shader((uint32_t *)(ptr + 32), (sect_size - 32) / 4, i, "fo");
free(ptr);
for (j = 0; j < fs_hdr->unknown1 - 1; j++) {
free(constants[j]);
}
free(fs_hdr);
}
}
static void dump_shaders_a3xx(struct state *state)
{
int i, j;
/* dump vertex shaders: */
for (i = 0; i < 2; i++) {
int instrs_size, hdr_size, sect_size, nconsts = 0, level = 0, compact = 0;
uint8_t *vs_hdr;
struct constant *constants[32];
uint8_t *instrs = NULL;
vs_hdr = next_sect(state, &hdr_size);
printf("hdr_size=%d\n", hdr_size);
/* seems like there are two cases, either:
* 1) 152 byte header,
* 2) zero or more 32 byte compiler const sections
* 3) followed by shader instructions
* or, if there are no compiler consts, this can be
* all smashed in one large section
*/
int n;
if (state->hdr->revision >= 0xb)
n = 160;
else if (state->hdr->revision >= 7)
n = 156;
else
n = 152;
if (hdr_size > n) {
instrs = &vs_hdr[n];
instrs_size = hdr_size - n;
hdr_size = n;
compact = 1;
} else {
while (1) {
void *ptr = next_sect(state, &sect_size);
if ((sect_size != 32) && (sect_size != 44)) {
/* end of constants: */
instrs = ptr;
instrs_size = sect_size;
break;
}
dump_hex_ascii(ptr, sect_size, 0);
constants[nconsts++] = ptr;
}
}
printf("\n");
if (full_dump) {
printf("#######################################################\n");
printf("######## VS%d HEADER: (size %d)\n", i, hdr_size);
dump_hex((void *)vs_hdr, hdr_size);
for (j = 0; j < nconsts; j++) {
printf("######## VS%d CONST: (size=%d)\n", i, (int)sizeof(constants[i]));
dump_constant(constants[j]);
dump_hex((char *)constants[j], sizeof(constants[j]));
}
}
printf("######## VS%d SHADER: (size=%d)\n", i, instrs_size);
if (full_dump) {
dump_hex(instrs, instrs_size);
level = 1;
} else {
dump_short_summary(state, nconsts, constants);
}
if (!compact) {
if (state->hdr->revision >= 7) {
instrs += ALIGN(instrs_size, 8) - instrs_size;
instrs_size = ALIGN(instrs_size, 8);
}
instrs += 32;
instrs_size -= 32;
}
disasm_a3xx((uint32_t *)instrs, instrs_size / 4, level+1, stdout, gpu_id);
dump_raw_shader((uint32_t *)instrs, instrs_size / 4, i, "vo3");
free(vs_hdr);
}
/* dump fragment shaders: */
for (i = 0; i < 1; i++) {
int instrs_size, hdr_size, sect_size, nconsts = 0, level = 0, compact = 0;
uint8_t *fs_hdr;
struct constant *constants[32];
uint8_t *instrs = NULL;
fs_hdr = next_sect(state, &hdr_size);
printf("hdr_size=%d\n", hdr_size);
/* two cases, similar to vertex shader, but magic # is 200
* (or 208 for newer?)..
*/
int n;
if (state->hdr->revision >= 0xb)
n = 256;
else if (state->hdr->revision >= 8)
n = 208;
else if (state->hdr->revision == 7)
n = 204;
else
n = 200;
if (hdr_size > n) {
instrs = &fs_hdr[n];
instrs_size = hdr_size - n;
hdr_size = n;
compact = 1;
} else {
while (1) {
void *ptr = next_sect(state, &sect_size);
if ((sect_size != 32) && (sect_size != 44)) {
/* end of constants: */
instrs = ptr;
instrs_size = sect_size;
break;
}
dump_hex_ascii(ptr, sect_size, 0);
constants[nconsts++] = ptr;
}
}
printf("\n");
if (full_dump) {
printf("#######################################################\n");
printf("######## FS%d HEADER: (size %d)\n", i, hdr_size);
dump_hex((void *)fs_hdr, hdr_size);
for (j = 0; j < nconsts; j++) {
printf("######## FS%d CONST: (size=%d)\n", i, (int)sizeof(constants[i]));
dump_constant(constants[j]);
dump_hex((char *)constants[j], sizeof(constants[j]));
}
}
printf("######## FS%d SHADER: (size=%d)\n", i, instrs_size);
if (full_dump) {
dump_hex(instrs, instrs_size);
level = 1;
} else {
dump_short_summary(state, nconsts, constants);
}
if (!compact) {
if (state->hdr->revision >= 7) {
instrs += 44;
instrs_size -= 44;
} else {
instrs += 32;
instrs_size -= 32;
}
}
disasm_a3xx((uint32_t *)instrs, instrs_size / 4, level+1, stdout, gpu_id);
dump_raw_shader((uint32_t *)instrs, instrs_size / 4, i, "fo3");
free(fs_hdr);
}
}
static void dump_program(struct state *state)
{
int i, sect_size;
uint8_t *ptr;
state->hdr = next_sect(state, &sect_size);
printf("######## HEADER: (size %d)\n", sect_size);
printf("\tsize: %d\n", state->hdr->size);
printf("\trevision: %d\n", state->hdr->revision);
printf("\tattributes: %d\n", state->hdr->num_attribs);
printf("\tuniforms: %d\n", state->hdr->num_uniforms);
printf("\tsamplers: %d\n", state->hdr->num_samplers);
printf("\tvaryings: %d\n", state->hdr->num_varyings);
printf("\tuniform blocks: %d\n", state->hdr->num_uniformblocks);
if (full_dump)
dump_hex((void *)state->hdr, sect_size);
printf("\n");
/* there seems to be two 0xba5eba11's at the end of the header, possibly
* with some other stuff between them:
*/
ptr = next_sect(state, &sect_size);
if (full_dump) {
dump_hex_ascii(ptr, sect_size, 0);
}
for (i = 0; (i < state->hdr->num_attribs) && (state->sz > 0); i++) {
state->attribs[i] = next_sect(state, &sect_size);
/* hmm, for a3xx (or maybe just newer driver version), we have some
* extra sections that don't seem useful, so skip these:
*/
while (!valid_type(state->attribs[i]->type_info)) {
dump_hex_ascii(state->attribs[i], sect_size, 0);
state->attribs[i] = next_sect(state, &sect_size);
}
clean_ascii(state->attribs[i]->name, sect_size - 28);
if (full_dump) {
printf("######## ATTRIBUTE: (size %d)\n", sect_size);
dump_attribute(state->attribs[i]);
dump_hex((char *)state->attribs[i], sect_size);
}
}
for (i = 0; (i < state->hdr->num_uniforms) && (state->sz > 0); i++) {
state->uniforms[i] = next_sect(state, &sect_size);
/* hmm, for a3xx (or maybe just newer driver version), we have some
* extra sections that don't seem useful, so skip these:
*/
while (!valid_type(state->uniforms[i]->type_info)) {
dump_hex_ascii(state->uniforms[i], sect_size, 0);
state->uniforms[i] = next_sect(state, &sect_size);
}
if (is_uniform_v2(state->uniforms[i])) {
clean_ascii(state->uniforms[i]->v2.name, sect_size - 53);
} else {
clean_ascii(state->uniforms[i]->v1.name, sect_size - 41);
}
if (full_dump) {
printf("######## UNIFORM: (size %d)\n", sect_size);
dump_uniform(state->uniforms[i]);
dump_hex((char *)state->uniforms[i], sect_size);
}
}
for (i = 0; (i < state->hdr->num_samplers) && (state->sz > 0); i++) {
state->samplers[i] = next_sect(state, &sect_size);
/* hmm, for a3xx (or maybe just newer driver version), we have some
* extra sections that don't seem useful, so skip these:
*/
while (!valid_type(state->samplers[i]->type_info)) {
dump_hex_ascii(state->samplers[i], sect_size, 0);
state->samplers[i] = next_sect(state, &sect_size);
}
clean_ascii(state->samplers[i]->name, sect_size - 33);
if (full_dump) {
printf("######## SAMPLER: (size %d)\n", sect_size);
dump_sampler(state->samplers[i]);
dump_hex((char *)state->samplers[i], sect_size);
}
}
// These sections show up after all of the other sampler sections
// Loops through them all since we don't deal with them
if (state->hdr->revision >= 7) {
for (i = 0; (i < state->hdr->num_samplers) && (state->sz > 0); i++) {
ptr = next_sect(state, &sect_size);
dump_hex_ascii(ptr, sect_size, 0);
}
}
for (i = 0; (i < state->hdr->num_varyings) && (state->sz > 0); i++) {
state->varyings[i] = next_sect(state, &sect_size);
/* hmm, for a3xx (or maybe just newer driver version), we have some
* extra sections that don't seem useful, so skip these:
*/
while (!valid_type(state->varyings[i]->type_info)) {
dump_hex_ascii(state->varyings[i], sect_size, 0);
state->varyings[i] = next_sect(state, &sect_size);
}
clean_ascii(state->varyings[i]->name, sect_size - 16);
if (full_dump) {
printf("######## VARYING: (size %d)\n", sect_size);
dump_varying(state->varyings[i]);
dump_hex((char *)state->varyings[i], sect_size);
}
}
/* show up again for revision >= 14?? */
if (state->hdr->revision >= 14) {
for (i = 0; (i < state->hdr->num_varyings) && (state->sz > 0); i++) {
ptr = next_sect(state, &sect_size);
dump_hex_ascii(ptr, sect_size, 0);
}
}
/* not sure exactly which revision started this, but seems at least
* rev7 and rev8 implicitly include a new section for gl_FragColor:
*/
if (state->hdr->revision >= 7) {
/* I guess only one? */
state->outputs[0] = next_sect(state, &sect_size);
clean_ascii(state->outputs[0]->name, sect_size - 32);
if (full_dump) {
printf("######## OUTPUT: (size %d)\n", sect_size);
dump_output(state->outputs[0]);
dump_hex((char *)state->outputs[0], sect_size);
}
}
for (i = 0; (i < state->hdr->num_uniformblocks) && (state->sz > 0); i++) {
state->uniformblocks[i].header = next_sect(state, &sect_size);
clean_ascii(state->uniformblocks[i].header->name, sect_size - 40);
if (full_dump) {
printf("######## UNIFORM BLOCK: (size %d)\n", sect_size);
dump_uniformblock(state->uniformblocks[i].header);
dump_hex((char *)state->uniformblocks[i].header, sect_size);
}
/*
* OpenGL ES 3.0 spec mandates a minimum amount of 16K members supported
* a330 supports a minimum of 65K
*/
state->uniformblocks[i].members = malloc(state->uniformblocks[i].header->num_members * sizeof(void*));
int member = 0;
for (member = 0; (member < state->uniformblocks[i].header->num_members) && (state->sz > 0); member++) {
state->uniformblocks[i].members[member] = next_sect(state, &sect_size);
clean_ascii(state->uniformblocks[i].members[member]->name, sect_size - 56);
if (full_dump) {
printf("######## UNIFORM BLOCK MEMBER: (size %d)\n", sect_size);
dump_uniformblockmember(state->uniformblocks[i].members[member]);
dump_hex((char *)state->uniformblocks[i].members[member], sect_size);
}
}
/*
* Qualcomm saves the UBO members twice for each UBO
* Don't ask me why
*/
for (member = 0; (member < state->uniformblocks[i].header->num_members) && (state->sz > 0); member++) {
state->uniformblocks[i].members[member] = next_sect(state, &sect_size);
clean_ascii(state->uniformblocks[i].members[member]->name, sect_size - 56);
if (full_dump) {
printf("######## UNIFORM BLOCK MEMBER2: (size %d)\n", sect_size);
dump_uniformblockmember(state->uniformblocks[i].members[member]);
dump_hex((char *)state->uniformblocks[i].members[member], sect_size);
}
}
}
if (gpu_id >= 300) {
dump_shaders_a3xx(state);
} else {
dump_shaders_a2xx(state);
}
if (!full_dump)
return;
/* dump ascii version of shader program: */
ptr = next_sect(state, &sect_size);
printf("\n#######################################################\n");
printf("######## SHADER SRC: (size=%d)\n", sect_size);
dump_ascii(ptr, sect_size);
free(ptr);
/* dump remaining sections (there shouldn't be any): */
while (state->sz > 0) {
ptr = next_sect(state, &sect_size);
printf("######## section (size=%d)\n", sect_size);
printf("as hex:\n");
dump_hex(ptr, sect_size);
printf("as float:\n");
dump_float(ptr, sect_size);
printf("as ascii:\n");
dump_ascii(ptr, sect_size);
free(ptr);
}
/* cleanup the uniform buffer members we allocated */
if (state->hdr->num_uniformblocks > 0)
free (state->uniformblocks[i].members);
}
int main(int argc, char **argv)
{
enum rd_sect_type type = RD_NONE;
enum debug_t debug = PRINT_RAW | PRINT_STATS;
void *buf = NULL;
int sz;
struct io *io;
int raw_program = 0;
/* lame argument parsing: */
while (1) {
if ((argc > 1) && !strcmp(argv[1], "--verbose")) {
debug |= PRINT_RAW | PRINT_VERBOSE;
argv++;
argc--;
continue;
}
if ((argc > 1) && !strcmp(argv[1], "--expand")) {
debug |= EXPAND_REPEAT;
argv++;
argc--;
continue;
}
if ((argc > 1) && !strcmp(argv[1], "--short")) {
/* only short dump, original shader, symbol table, and disassembly */
full_dump = 0;
argv++;
argc--;
continue;
}
if ((argc > 1) && !strcmp(argv[1], "--dump-shaders")) {
dump_shaders = 1;
argv++;
argc--;
continue;
}
if ((argc > 1) && !strcmp(argv[1], "--raw")) {
raw_program = 1;
argv++;
argc--;
continue;
}
if ((argc > 1) && !strcmp(argv[1], "--gpu300")) {
gpu_id = 320;
argv++;
argc--;
continue;
}
break;
}
if (argc != 2) {
fprintf(stderr, "usage: pgmdump [--verbose] [--short] [--dump-shaders] testlog.rd\n");
return -1;
}
disasm_a2xx_set_debug(debug);
disasm_a3xx_set_debug(debug);
infile = argv[1];
io = io_open(infile);
if (!io) {
fprintf(stderr, "could not open: %s\n", infile);
return -1;
}
if (raw_program)
{
io_readn(io, &sz, 4);
free(buf);
/* note: allow hex dumps to go a bit past the end of the buffer..
* might see some garbage, but better than missing the last few bytes..
*/
buf = calloc(1, sz + 3);
io_readn(io, buf + 4, sz);
(*(int*)buf) = sz;
struct state state = {
.buf = buf,
.sz = sz,
};
printf("############################################################\n");
printf("program:\n");
dump_program(&state);
printf("############################################################\n");
return 0;
}
/* figure out what sort of input we are dealing with: */
if (!(check_extension(infile, ".rd") || check_extension(infile, ".rd.gz"))) {
gl_shader_stage shader = ~0;
int ret;
if (check_extension(infile, ".vo")) {
shader = MESA_SHADER_VERTEX;
} else if (check_extension(infile, ".fo")) {
shader = MESA_SHADER_FRAGMENT;
} else if (check_extension(infile, ".vo3")) {
} else if (check_extension(infile, ".fo3")) {
} else if (check_extension(infile, ".co3")) {
} else {
fprintf(stderr, "invalid input file: %s\n", infile);
return -1;
}
buf = calloc(1, 100 * 1024);
ret = io_readn(io, buf, 100 * 1024);
if (ret < 0) {
fprintf(stderr, "error: %m");
return -1;
}
if (shader != ~0) {
return disasm_a2xx(buf, ret/4, 0, shader);
} else {
/* disassembly does not depend on shader stage on a3xx+: */
return disasm_a3xx(buf, ret/4, 0, stdout, gpu_id);
}
}
while ((io_readn(io, &type, sizeof(type)) > 0) && (io_readn(io, &sz, 4) > 0)) {
free(buf);
/* note: allow hex dumps to go a bit past the end of the buffer..
* might see some garbage, but better than missing the last few bytes..
*/
buf = calloc(1, sz + 3);
io_readn(io, buf, sz);
switch(type) {
case RD_TEST:
if (full_dump)
printf("test: %s\n", (char *)buf);
break;
case RD_VERT_SHADER:
printf("vertex shader:\n%s\n", (char *)buf);
break;
case RD_FRAG_SHADER:
printf("fragment shader:\n%s\n", (char *)buf);
break;
case RD_PROGRAM: {
struct state state = {
.buf = buf,
.sz = sz,
};
printf("############################################################\n");
printf("program:\n");
dump_program(&state);
printf("############################################################\n");
break;
}
case RD_GPU_ID:
gpu_id = *((unsigned int *)buf);
printf("gpu_id: %d\n", gpu_id);
break;
default:
break;
}
}
io_close(io);
return 0;
}