Difference between revisions of "SHBIN"
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(Describe uniform table register space) |
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| 0x6 | | 0x6 | ||
| 0x2 | | 0x2 | ||
− | | Variable end register | + | | Variable end register (equal to start register for non-arrays) |
+ | |- | ||
+ | |} | ||
+ | |||
+ | The register indices refer to a unified register space for non-output registers. The mapping of register index values to registers is the following: | ||
+ | {| class="wikitable" border="1" | ||
+ | |- | ||
+ | ! Values | ||
+ | ! Registers | ||
+ | |- | ||
+ | | 0x00-0x0F | ||
+ | | v0-v15 | ||
+ | |- | ||
+ | | 0x10-0x6F | ||
+ | | c0-c95 | ||
+ | |- | ||
+ | | 0x70-0x73 | ||
+ | | i0-i3 | ||
+ | |- | ||
+ | | 0x78-0x87 | ||
+ | | b0-b15 | ||
|- | |- | ||
|} | |} |
Revision as of 16:15, 1 March 2015
The SHBIN (SHader BINary) file is used to contain compiled and linked shader programs. These can include vertex shaders (typically compiled from .vsh files) and geometry shaders (typically compiled from .gsh files, though .asm have been observed). In commercial applications, SHBIN files can be found as standalone files with the extension .shbin, or contained within .bcsdr files. BCSDR files use CGFX as a container, but the underlying DVLB/DVLP/DVLE structure remains unchanged.
A SHBIN's structure starts with a generic header (DVLB), then a single program header (DVLP), then DVLE(s). The program header specifies the generic parts of the shader, i.e. the shader program data, the operand descriptor data, and a filename symbol table. The contextual details (entry point, constant values, debug symbols, etc) are specified in an executable header (DVLE). There may be multiple DVLE headers, so in this sense multiple shaders sharing the same program code can be stored in a single SHBIN. Hence for the following note the distinction between "program" and "executable".
For a description of the instruction set, see the following page : Shader Instruction Set
Header
Offset | Size | Description |
---|---|---|
0x0 | 0x4 | Magic "DVLB" |
0x4 | 0x4 | N = number of DVLEs in SHBIN |
0x8 | 0x4*N | DVLE offset table; each offset is a u32 relative to the start of the DVLB section |
The DVLP file comes directly after the header.
DVLP
Offset | Size | Description |
---|---|---|
0x0 | 0x4 | Magic "DVLP" |
0x4 | 0x4 | ? (Maybe a version number?) |
0x8 | 0x4 | Offset (relative to DVLP start) to the compiled shader binary blob |
0xC | 0x4 | Size of compiled shader binary blob, in words |
0x10 | 0x4 | Offset (relative to DVLP start) to shader instruction extension table |
0x14 | 0x4 | Number of shader instruction extension table entries (each entry is 8-byte long) |
0x18 | 0x4 | Offset (relative to DVLP start) to filename symbol table |
DVLE
Offset | Size | Description |
---|---|---|
0x0 | 0x4 | Magic "DVLE" |
0x6 | 0x1 | Shader type (0x0 = vertex shader, 0x1 = geometry shader; might contain other flags) |
0x8 | 0x4 | Executable's main offset in binary blob (in words) |
0xC | 0x4 | Executable's program's endmain offset in binary blob (in words) |
0x18 | 0x4 | Offset (relative to DVLE start) to constant table |
0x1C | 0x4 | Number of entries in constant table (each entry is 0x14-byte long) |
0x20 | 0x4 | Offset (relative to DVLE start) to label table |
0x24 | 0x4 | Number of entries in label table (each entry is 0x10-byte long) |
0x28 | 0x4 | Offset (relative to DVLE start) to output register table |
0x2C | 0x4 | Number of entries in output register table (each entry is 0x8-byte long) |
0x30 | 0x4 | Offset (relative to DVLE start) to uniform table |
0x34 | 0x4 | Number of entries in uniform table (each entry is 0x8-byte long) |
0x38 | 0x4 | Offset (relative to DVLE start) to symbol table |
0x3C | 0x4 | Size of symbol table (in bytes) |
Label Table Entry
Offset | Size | Description |
---|---|---|
0x0 | 0x1 | Label ID |
0x4 | 0x4 | Offset (relative to shader program blob start) to label's location, in words |
0x8 | 0x4 | ? |
0xC | 0x4 | Offset (relative to DVLE symbol table start) to label's symbol |
Constant Table Entry
Each executable's constants are stored as in constant uniform table. This information is used by ctrulib's SHDR framework to automatically send those values to the GPU when changing to a given program. An entry is constituted by a header and the constant data, the latter of which uses a format specific to the constant type.
Offset | Size | Description |
---|---|---|
0x0 | 0x1 | Constant type (0=bool, 1=ivec4, 2=vec4) |
0x2 | 0x1 | Uniform ID |
Corresponding constant entry formats:
Offset | Size | Description |
---|---|---|
0x0 | 0x1 | 0x0 |
0x2 | 0x1 | Uniform bool ID |
0x4 | 0x1 | Value (boolean) |
Offset | Size | Description |
---|---|---|
0x0 | 0x1 | 0x1 |
0x2 | 0x1 | Uniform integer vector ID |
0x4 | 0x1 | x (u8) |
0x5 | 0x1 | y (u8) |
0x6 | 0x1 | z (u8) |
0x7 | 0x1 | w (u8) |
Offset | Size | Description |
---|---|---|
0x0 | 0x1 | 0x2 |
0x2 | 0x1 | Uniform vector ID |
0x4 | 0x4 | x (float24) |
0x8 | 0x4 | y (float24) |
0xC | 0x4 | z (float24) |
0x10 | 0x4 | w (float24) |
Output Table Entry
Bit | Description |
---|---|
0-3 | Output type (see table below) |
16-19 | Register ID |
32-35 | Output attribute component mask (e.g. 5=xz) |
Output types :
ID | Description |
---|---|
0x0 | result.position |
0x1 | result.normalquat |
0x2 | result.color |
0x3 | result.texcoord0 |
0x4 | result.texcoord0w |
0x5 | result.texcoord1 |
0x6 | result.texcoord2 |
0x7 | ? |
0x8 | result.view |
Uniform Table Entry
Offset | Size | Description |
---|---|---|
0x0 | 0x4 | Offset (relative to DVLE symbol table start) to variable's symbol |
0x4 | 0x2 | Variable start register |
0x6 | 0x2 | Variable end register (equal to start register for non-arrays) |
The register indices refer to a unified register space for non-output registers. The mapping of register index values to registers is the following:
Values | Registers |
---|---|
0x00-0x0F | v0-v15 |
0x10-0x6F | c0-c95 |
0x70-0x73 | i0-i3 |
0x78-0x87 | b0-b15 |