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- // 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));
- void(Backend::SPIRV::EmitSPIRV(env, program));
- }
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