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compiler_explorer.py
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compiler_explorer.py
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import disassemble
import subprocess
import os
import sys
import tempfile
import struct
toolsDir = os.path.join(os.path.dirname(__file__), 'compiler_explorer_tools')
compileTool = os.path.join(toolsDir, 'metal-compile-tool')
archiveExtractor = os.path.join(toolsDir, 'metal-archive-extractor')
def read_shader_archive(archiveName):
output = []
for shaderType in ('vertex', 'fragment', 'compute', 'dylib'):
shader = subprocess.check_output([archiveExtractor, '--extract-' + shaderType, '-', archiveName])
if shader:
output.append((shaderType, shader))
return output
if __name__ == '__main__':
if not os.path.exists(compileTool):
subprocess.run(['make', '-C', toolsDir])
if len(sys.argv) == 1:
print(f"Usage: python3 {sys.argv[0]} file.metal")
exit(1)
shaders = None
if len(sys.argv) == 2 and os.path.exists(sys.argv[1]):
with open(sys.argv[1], "rb") as file:
# If the file is a mach-o file, assume it's a compiled shader binary
magic = struct.unpack("<I", file.read(4))[0]
if magic in (0xcbfebabe, 0xbebafecb, 0xfeedfacf, 0xcffaedfe):
shaders = read_shader_archive(sys.argv[1])
if not shaders and subprocess.check_output([archiveExtractor, '--list-shaders', sys.argv[1]]):
file.seek(0)
shaders = [('contained', file.read())]
if not shaders:
with tempfile.TemporaryDirectory() as tmpdirname:
filename = os.path.join(tmpdirname, 'shader.bin')
subprocess.check_output([compileTool, '-o', filename] + sys.argv[1:])
shaders = read_shader_archive(filename)
for shaderType, shader in shaders:
list = subprocess.check_output([archiveExtractor, '--list-shaders', '-'], input=shader).decode("utf-8").split("\n")
list = [x.partition(' ') for x in list]
sort_order = {"_agc.main.constant_program": 1, "_agc.main": 2}
list.sort(key=lambda x: sort_order.get(x[2], 0))
found = False
use_offsets = False
for (offset, _, name) in list:
if not name.strip():
continue
data = subprocess.check_output([archiveExtractor, '--extract-named-shader', name, '--output', '-', '-'], input=shader)
# Trim excess traps (compiler uses them for padding)
while len(data) > 2 and data[-2] == 8 and data[-1] == 0:
data = data[:-2]
if not any(byte != 0 for byte in data):
continue
# Use offsets if any functions exist that could be called by main
# (We've sorted the functions so main comes last, so doing this in the loop should be fine)
if name not in sort_order:
use_offsets = True
found = True
friendly_names = {
"_agc.main.constant_program": "shader prolog",
"_agc.main": "shader",
}
friendly_name = friendly_names.get(name, name)
print(f"{shaderType} {friendly_name}:")
code_offset = int(offset, 0) if use_offsets else 0
disassemble.disassemble(data, code_offset=code_offset)
print()
if found:
print()