luxuia / dxbc_reader Goto Github PK
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License: Apache License 2.0
easy to read hlsl asm shader code. parse dxbc text and export hlsl like for read
License: Apache License 2.0
Occured when have codes like:
dcl_input_ps linear centroid v1.xyz
and
lt r2.xyz, r3.xyzx, abs(r2.xyzx)
while i consider this a really convenient tool, hope someone can fix it ORZ
.\lua\lua.exe dxbc_reader.lua example/fragment.txt -o dxbc.out
i don‘t understand should i open .\lua\lua.exe and then?
dxbc_reader fails on this dxbc code, the code is from gpa frame
gpa version is 2018R2,i have to use this version because only this version can attach on mumu(android 4) emulator。
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float
// TEXCOORD 0 xyzw 1 NONE float xy
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target 0 xyzw 0 TARGET float xyzw
//
ps_4_0
dcl_constantbuffer CB0[16], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_input_ps linear v1.xy
dcl_output o0.xyzw
dcl_temps 2
mov_sat r0.xy, v1.yxyy
add r0.xy, r0.xyxx, -cb0[14].yxyy
div_sat r0.xy, r0.xyxx, cb0[14].wzww
mul r0.zw, r0.xxxy, cb0[3].yyyy
add r1.x, -cb0[3].y, l(1.000000)
mad r0.xy, r0.yxyy, r1.xxxx, r0.zwzz
mad r0.xy, r0.xyxx, cb0[13].zwzz, cb0[13].xyxx
sample r0.xyzw, r0.xyxx, t0.yxzw, s0
mad r1.x, r0.y, cb0[3].w, r0.x
mad_sat r1.x, r0.z, cb0[3].w, r1.x
add r0.xw, r0.xxxw, -r1.xxxx
div r0.xyz, r0.yxzy, r0.wwww
mul r0.xyzw, r0.xyzw, cb0[15].xyzw
add o0.xyzw, r0.xyzw, r0.xyzw
ret
// Approximately 0 instruction slots used
src DXBC file : vs.txt
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION 0 xyz 0 NONE float xyz
// NORMAL 0 xyz 1 NONE float xyz
// TANGENT 0 xyzw 2 NONE float xyzw
// TEXCOORD 0 xy 3 NONE float xy
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float xyzw
// TEXCOORD 0 xyz 1 NONE float xyz
// TEXCOORD 1 xyz 2 NONE float xyz
// TEXCOORD 2 xyzw 3 NONE float xyzw
// TEXCOORD 3 xy 4 NONE float xy
// TEXCOORD 4 xyz 5 NONE float xyz
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB0[66], immediateIndexed
dcl_input v0.xyz
dcl_input v1.xyz
dcl_input v2.xyzw
dcl_input v3.xy
dcl_output_siv o0.xyzw, position
dcl_output o1.xyz
dcl_output o2.xyz
dcl_output o3.xyzw
dcl_output o4.xy
dcl_output o5.xyz
dcl_temps 2
mul r0.xyz, v0.yyyy, cb0[37].xyzx
mad r0.xyz, cb0[36].xyzx, v0.xxxx, r0.xyzx
mad r0.xyz, cb0[38].xyzx, v0.zzzz, r0.xyzx
add r0.xyz, r0.xyzx, cb0[39].xyzx
mul r1.xyzw, r0.yyyy, cb0[63].xyzw
mad r1.xyzw, cb0[62].xyzw, r0.xxxx, r1.xyzw
mad r1.xyzw, cb0[64].xyzw, r0.zzzz, r1.xyzw
mov o1.xyz, r0.xyzx
add r0.xyzw, r1.xyzw, cb0[65].xyzw
mov o0.xyzw, r0.xyzw
mul r1.xyz, v1.yyyy, cb0[37].xyzx
mad r1.xyz, cb0[36].xyzx, v1.xxxx, r1.xyzx
mad o2.xyz, cb0[38].xyzx, v1.zzzz, r1.xyzx
mul r1.xyz, v2.yyyy, cb0[37].xyzx
mad r1.xyz, cb0[36].xyzx, v2.xxxx, r1.xyzx
mad o3.xyz, cb0[38].xyzx, v2.zzzz, r1.xyzx
mov o3.w, v2.w
mov o4.xy, v3.xyxx
mul r0.y, r0.y, cb0[10].x
mul r1.xzw, r0.xxwy, l(0.500000, 0.000000, 0.500000, 0.500000)
mov o5.z, r0.w
add o5.xy, r1.zzzz, r1.xwxx
ret
// Approximately 0 instruction slots used
after .\lua\lua.exe .\dxbc_reader.lua .\vs.txt -o vs.hlsl
output the vs.hlsl
, the content like below:
class INPUT {
POSITION;
NORMAL;
TANGENT;
TEXCOORD1;
}
class OUT {
SV_POSITION;
TEXCOORD1;
TEXCOORD2;
TEXCOORD3;
TEXCOORD4;
TEXCOORD5;
}
void main(INPUT in) {
r0.xyz = in.POSITION.yyy * cb0[37].xyz;
r0.xyz = cb0[36].xyz*in.POSITION.xxx + r0.xyz;
r0.xyz = cb0[38].xyz*in.POSITION.zzz + r0.xyz;
r0.xyz = r0.xyz + cb0[39].xyz;
r1.xyzw = r0.yyyy * cb0[63].xyzw;
r1.xyzw = cb0[62].xyzw*r0.xxxx + r1.xyzw;
r1.xyzw = cb0[64].xyzw*r0.zzzz + r1.xyzw;
out.TEXCOORD1.xyz = r0.xyz;
r0.xyzw = r1.xyzw + cb0[65].xyzw;
out.SV_POSITION.xyzw = r0.xyzw;
r1.xyz = in.NORMAL.yyy * cb0[37].xyz;
r1.xyz = cb0[36].xyz*in.NORMAL.xxx + r1.xyz;
out.TEXCOORD2.xyz = cb0[38].xyz*in.NORMAL.zzz + r1.xyz;
r1.xyz = in.TANGENT.yyy * cb0[37].xyz;
r1.xyz = cb0[36].xyz*in.TANGENT.xxx + r1.xyz;
out.TEXCOORD3.xyz = cb0[38].xyz*in.TANGENT.zzz + r1.xyz;
out.TEXCOORD3.w = in.TANGENT.w;
out.TEXCOORD4.xy = in.TEXCOORD3.xy;
r0.y = r0.y * cb0[10].x;
r1.xzw = r0.xwy * float3(0.5, 0.5, 0.5);
out.TEXCOORD5.z = r0.w;
out.TEXCOORD5.xy = r1.zz + r1.xw;
return;
}
the Semantic Translate Error like the areas of red which below pic :
Your dxbc_reader tool is a awsome tool for reading code ! And do you having some way to export DXBC code from GPA? The save dxbc code button always disable when catching PC games.
.\dxbc_def.lua:106: attempt to index a nil value (local 'register')
stack traceback:
.\dxbc_def.lua:106: in upvalue 'get_var_name'
.\dxbc_def.lua:285: in local 'op_func'
dxbc_reader.lua:173: in main chunk
dxbc is from nsight capture:
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float
// TEXCOORD 0 xyzw 1 NONE float zw
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target 0 xyzw 0 TARGET float xyzw
//
ps_4_0
dcl_constantbuffer CB0[88], immediateIndexed
dcl_constantbuffer CB1[8], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_sampler s2, mode_default
dcl_sampler s3, mode_default
dcl_sampler s4, mode_default
dcl_sampler s5, mode_default
dcl_resource_texture2d(float, float, float, float) t0
dcl_resource_texture2d(float, float, float, float) t1
dcl_resource_texture2d(float, float, float, float) t2
dcl_resource_texture2d(float, float, float, float) t3
dcl_resource_texture2d(float, float, float, float) t4
dcl_resource_texture2d(float, float, float, float) t5
dcl_input_ps linear v1.zw
dcl_output o0.xyzw
dcl_temps 4
sample r0.xyzw, v1.zwzz, t0.xyzw, s5
add r0.xy, -r0.zzzz, r0.xyxx
add r0.xy, r0.xyxx, v1.zwzz
sample r1.xyzw, r0.xyxx, t4.xyzw, s0
mad r0.z, cb1[7].z, | r1.x | , cb1[7].w
div r0.z, l(1.000000, 1.000000, 1.000000, 1.000000), r0.z
div r0.z, cb0[69].x, r0.z
add r0.z, -r0.z, l(1.000000)
lt r0.w, l(0.000000), r0.z
movc r0.w, r0.w, cb0[69].w, cb0[69].z
mul r0.z, r0.w, | r0.z |
log r0.z, r0.z
mul r0.z, r0.z, cb0[69].y
exp r0.z, r0.z
max r0.z, r0.z, l(0.001000)
min r0.z, r0.z, l(1.000000)
add r0.w, -r0.z, l(1.000000)
sample r1.xyzw, r0.xyxx, t2.xyzw, s3
sample r2.xyzw, r0.xyxx, t1.xyzw, s1
add r1.xyz, r1.xyzx, r2.xyzx
mov o0.w, r2.w
sample r2.xyzw, r0.xyxx, t3.xyzw, s2
add r0.xy, r0.xyxx, l(-0.500000, -0.500000, 0.000000, 0.000000)
mul_sat r0.xy, | r0.xyxx | , cb0[87].xxxx
mad r2.xyz, r1.xyzx, r0.wwww, r2.xyzx
mad r1.xyz, -r1.xyzx, r0.zzzz, r1.xyzx
mad r1.xyz, r2.xyzx, r0.zzzz, r1.xyzx
dp3 r2.x, l(0.390405, 0.549941, 0.008926, 0.000000), r1.xyzx
dp3 r2.y, l(0.070842, 0.963172, 0.001358, 0.000000), r1.xyzx
dp3 r2.z, l(0.023108, 0.128021, 0.936245, 0.000000), r1.xyzx
mul r1.xyz, r2.xyzx, cb0[84].xyzx
dp3 r2.x, l(2.858470, -1.628790, -0.024891, 0.000000), r1.xyzx
dp3 r2.y, l(-0.210182, 1.158200, 0.000324, 0.000000), r1.xyzx
dp3 r2.z, l(-0.041812, -0.118169, 1.068670, 0.000000), r1.xyzx
max r1.xyz, r2.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
mul r1.xyz, r1.xyzx, cb0[79].zzzz
mul r2.xyz, r1.xyzx, r1.xyzx
mul r2.xyz, r2.xyzx, cb0[78].xxxx
mul r0.z, cb0[78].y, cb0[78].z
mad r3.xyz, r0.zzzz, r1.xyzx, r2.xyzx
mad r1.xyz, cb0[78].yyyy, r1.xyzx, r2.xyzx
mad r1.xyz, cb0[78].wwww, cb0[79].yyyy, r1.xyzx
mad r2.xyz, cb0[78].wwww, cb0[79].xxxx, r3.xyzx
div r1.xyz, r2.xyzx, r1.xyzx
div r0.z, cb0[79].x, cb0[79].y
add r1.xyz, -r0.zzzz, r1.xyzx
mul r0.z, cb0[79].w, cb0[79].z
mul r1.xyz, r0.zzzz, r1.xyzx
dp3 r0.z, r1.xyzx, l(0.212500, 0.715400, 0.072100, 0.000000)
mul r0.z, r0.z, r0.z
mad_sat r2.xyz, r0.zzzz, cb0[87].yyyy, cb0[86].xyzx
dp2 r0.z, r0.xyxx, r0.xyxx
mad r0.xy, -r0.yxyy, r0.yxyy, l(1.000000, 1.000000, 0.000000, 0.000000)
add r0.z, -r0.z, l(1.000000)
max r0.z, r0.z, l(0.000000)
ilt r3.xy, l(0, 0, 0, 0), cb0[87].zwzz
movc r0.y, r3.x, r0.y, r0.z
movc r0.x, cb0[87].z, r0.y, r0.x
mul r0.y, r0.x, r0.x
mul r0.z, r0.y, r0.y
mul r0.z, r0.x, r0.z
mul r0.x, r0.x, r0.y
movc r0.x, r3.y, r0.x, r0.z
movc r0.x, cb0[87].w, r0.x, r0.y
add r0.y, -r0.x, l(1.000000)
mad r0.xyz, r2.xyzx, r0.yyyy, r0.xxxx
mul r0.xyz, r0.xyzx, r1.xyzx
max r0.xyz, r0.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
log r0.xyz, r0.xyzx
mul r0.xyz, r0.xyzx, l(0.416667, 0.416667, 0.416667, 0.000000)
exp r0.xyz, r0.xyzx
mad_sat r0.xyz, r0.xyzx, l(1.055000, 1.055000, 1.055000, 0.000000), l(-0.055000, -0.055000, -0.055000, 0.000000)
mul r0.xyw, r0.xyxz, cb0[82].zzzz
round_ni r0.w, r0.w
mad r0.z, r0.z, cb0[82].z, -r0.w
mul r1.xy, cb0[82].xyxx, l(0.500000, 0.500000, 0.000000, 0.000000)
mad r1.zw, r0.xxxy, cb0[82].xxxy, r1.xxxy
mad r1.y, r0.w, cb0[82].y, r1.z
add r1.x, r1.y, cb0[82].y
sample r2.xyzw, r1.ywyy, t5.xyzw, s4
sample r1.xyzw, r1.xwxx, t5.xyzw, s4
add r0.xyw, -r2.xyxz, r1.xyxz
mad o0.xyz, r0.zzzz, r0.xywx, r2.xyzx
ret
Occured when have codes like:
dcl_input_ps linear centroid v1.xyz
and
lt r2.xyz, r3.xyzx, abs(r2.xyzx)
while i consider this a really convenient tool, hope someone can fix it ORZ
I copied a piece of DXBC code from GPA:
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.0.10011.0
//
//
// Buffer Definitions:
//
// cbuffer $Globals
// {
//
// float4 _hlslcc_mtx4x4unity_ObjectToWorld[4];// Offset: 16 Size: 64
// float4 _hlslcc_mtx4x4unity_MatrixVP[4];// Offset: 80 Size: 64
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim HLSL Bind Count
// ------------------------------ ---------- ------- ----------- -------------- ------
// $Globals cbuffer NA NA cb0 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD 0 xyzw 0 NONE float xyz
// TEXCOORD 1 xy 1 NONE float xy
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position 0 xyzw 0 POS float xyzw
// TEXCOORD 1 xyzw 1 NONE float xyzw
// TEXCOORD 0 xy 2 NONE float xy
//
vs_5_0
dcl_globalFlags refactoringAllowed | skipOptimization
dcl_constantbuffer CB0[9], immediateIndexed
dcl_input v0.xyz
dcl_input v1.xy
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xy
dcl_temps 4
mov r0.xyz, v0.xyzx
mov r1.xy, v1.xyxx
mov r0.xyz, r0.xyzx
mov r1.xy, r1.xyxx
mul r2.xyzw, r0.yyyy, cb0[2].xyzw
mul r3.xyzw, r0.xxxx, cb0[1].xyzw
add r2.xyzw, r2.xyzw, r3.xyzw
mul r0.xyzw, r0.zzzz, cb0[3].xyzw
add r0.xyzw, r2.xyzw, r0.xyzw
add r0.xyzw, r0.xyzw, cb0[4].xyzw
mul r2.xyzw, r0.yyyy, cb0[6].xyzw
mul r3.xyzw, r0.xxxx, cb0[5].xyzw
add r2.xyzw, r2.xyzw, r3.xyzw
mul r3.xyzw, r0.zzzz, cb0[7].xyzw
add r2.xyzw, r2.xyzw, r3.xyzw
mul r0.xyzw, r0.wwww, cb0[8].xyzw
add r0.xyzw, r2.xyzw, r0.xyzw
mov r1.xy, r1.xyxx
mov r0.xyzw, r0.xyzw
mov r0.x, r0.x
mov r1.z, -r0.y
add r1.w, r0.w, r0.z
mul r1.w, r1.w, l(0.500000)
mov r0.w, r0.w
mov r1.xy, r1.xyxx
mov o0.x, r0.x
mov o0.y, r1.z
mov o0.z, r1.w
mov o0.w, r0.w
mov o1.xyzw, r0.xyzw
mov o2.xy, r1.xyxx
ret
// Approximately 32 instruction slots used
Then output:
class $Globals{
float4 _hlslcc_mtx4x4unity_ObjectToWorld;
float4 _hlslcc_mtx4x4unity_MatrixVP;
}
class INPUT {
TEXCOORD1;
TEXCOORD2;
}
class OUT {
SV_Position;
TEXCOORD1;
TEXCOORD2;
}
void main(INPUT in) {
}
But the sample code is working fine, and I am new to DXBC, what happened?
Now most DirectX has supported sm5.0, but the tool is still stuck in sm4.0, such a good tool should not be abandoned, the author should carry forward the tool, History of Youth!!!!!!
The sincos command seems to be converted incorrectly
sincos r1.x r2.x r3.x need to be r1.x = sin(r3.x); r2.x = cos(r3.x), but dxbc_reader result to r1.x = sin(r2.x); r1.x = cons(r3.x);
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