shadPS4/src/shader_recompiler/ir/program.cpp
Stephen Miller 683e5f3b04
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Core: Simulate write-only file access with read-write access (#3360)
* Swap write access mode for read write

Opening with access mode w will erase the opened file. We do not want this.

* Create mode

Opening with write access was previously the only way to create a file through open, so add a separate FileAccessMode that uses the write access mode to create files.

* Update file_system.cpp

Remove a hack added to posix_rename to bypass the file clearing behaviors of FileAccessMode::Write

* Check access mode in read functions

Write-only files cause the EBADF return on the various read functions. Now that we're opening files differently, properly handling this is necessary.

* Separate appends into proper modes

Fixes a potential regression from one of my prior PRs, and ensures the Write | Append flag combo also behaves properly in read-related functions.

* Move IsWriteOnly check after device/socket reads

file->f is only valid for files, so checking this before checking for sockets/devices will cause access violations.

* Fix issues

Now that Write is identical to ReadWrite, internal uses of Write need to be swapped to my new Create mode

* Fix remaining uses of FileAccessMode write to create files

Missed these before.

* Fix rebase

* Add stubbed get_authinfo (#3722)

* mostly stubbed get_authinfo

* Return value observed on console if get_authinfo was called for the current thread, esrch otherwise

---------

Co-authored-by: kalaposfos13 <153381648+kalaposfos13@users.noreply.github.com>
Co-authored-by: georgemoralis <giorgosmrls@gmail.com>
2025-11-04 10:57:26 +02:00

58 lines
1.8 KiB
C++

// SPDX-FileCopyrightText: Copyright 2021 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include <map>
#include <string>
#include <fmt/format.h>
#include "common/config.h"
#include "common/io_file.h"
#include "common/path_util.h"
#include "shader_recompiler/ir/basic_block.h"
#include "shader_recompiler/ir/program.h"
#include "shader_recompiler/ir/value.h"
namespace Shader::IR {
void DumpProgram(const Program& program, const Info& info, const std::string& type) {
using namespace Common::FS;
if (!Config::dumpShaders()) {
return;
}
const auto dump_dir = GetUserPath(PathType::ShaderDir) / "dumps";
if (!std::filesystem::exists(dump_dir)) {
std::filesystem::create_directories(dump_dir);
}
const auto ir_filename =
fmt::format("{}_{:#018x}.{}irprogram.txt", info.stage, info.pgm_hash, type);
const auto ir_file = IOFile{dump_dir / ir_filename, FileAccessMode::Create, FileType::TextFile};
size_t index{0};
std::map<const IR::Inst*, size_t> inst_to_index;
std::map<const IR::Block*, size_t> block_to_index;
for (const IR::Block* const block : program.blocks) {
block_to_index.emplace(block, index);
++index;
}
for (const auto& block : program.blocks) {
std::string s = IR::DumpBlock(*block, block_to_index, inst_to_index, index) + '\n';
ir_file.WriteString(s);
}
const auto asl_filename = fmt::format("{}_{:#018x}.{}asl.txt", info.stage, info.pgm_hash, type);
const auto asl_file =
IOFile{dump_dir / asl_filename, FileAccessMode::Create, FileType::TextFile};
for (const auto& node : program.syntax_list) {
std::string s = IR::DumpASLNode(node, block_to_index, inst_to_index) + '\n';
asl_file.WriteString(s);
}
}
} // namespace Shader::IR