dxbc-reader 0.5.2

DXBC parser: reads Direct3D 10/11 shader bytecode (Shader Model 4 and 5) into typed declarations and instructions, with RDEF reflection and signatures
Documentation

dxbc-reader

A bounded reader of Direct3D 10 and 11 shader bytecode (DXBC, Shader Model 4 and 5): the token stream of any stage as typed declarations and instructions, and the RDEF reflection and signature parts as the records they store.

let container = std::fs::read("shader.dxbc")?;
let code = dxbc_reader::code(&container)?; // the SHDR/SHEX part as 32-bit words
let program = dxbc_reader::decode(&code)?;
println!("{} with {} instructions", program.target(), program.instructions.len());

// Reflection and signatures straight from the container:
if let Some(rdef) = dxbc_reader::rdef(&container)? {
    for binding in &rdef.bindings {
        println!("{} at register {}", binding.name, binding.register);
    }
}
let (stage, inputs, outputs) = dxbc_reader::signature_elements(&container)?;
println!("{stage:?}: {} inputs, {} outputs", inputs.len(), outputs.len());

Run it with cargo run -p dxbc-reader --example inspect_dxbc -- <files>; the source is examples/inspect_dxbc.rs.

What it reads

  • Program (decode): the version token (vertex, hull, domain, geometry, pixel or compute, version 4.x or 5.x), declarations typed where this reader knows them (temps, indexable temps, global flags, constant buffers, samplers, resources, UAVs, thread groups, group-shared memory, inputs and outputs, the immediate constant buffer) and every instruction with its opcode, control bits, extended tokens (sample offset, resource dimension, return type) and operands (register kind, component selection, indices including relative ones, immediates, modifiers, minimum precision). Opcode names are those of Microsoft's tokenized program format (opcode_name).
  • Operand formats (operand_format, Instruction::format, Instruction::destinations_and_sources): for each instruction opcode, how many destination and source operands it takes and what each carries (float, double, integer, a register with no data of its own such as a resource, sampler, view or stream, or data typed by the resource). decode checks every instruction against it. The table is the one vkd3d's tpf.c and DXVK's dxbc_defs.cpp both publish (their operand counts agree for every opcode both list); call, callc, label and interface_call have none. All 3,415,319 instructions of the 7,729 programs of Sekiro, Riders Republic and Sledding Game have the count and the register class their opcode's format gives (109 of the 180 opcodes with a format occur in them).
  • Control bits (Instruction::precise_mask, sync_flags, info_return; Declaration::global_flags and the accessors of the geometry and tessellation declarations): the bits of the opcode token that the programs of the three games use, read as the fields the token format gives them: the precise mask (4,960 instructions of Riders Republic's programs), the flags of a sync (245 in Riders Republic), the return type of resinfo and sample_info, the global flags (bits 0 to 5 occur), a geometry program's input primitive, output topology and vertex count, and a hull and domain program's control point counts, domain, partitioning, output primitive, largest factor and phase instance counts. The values are Direct3D's own numbers, as stored.
  • Texture reads (texture_reads): every sample, gather4, lod and ld family instruction that names a t register, with the texture register, the sampler register (none for a load, which uses no sampler), whether the instruction compares, and the mode the program declares the sampler with. In Sekiro's 9,204 distinct programs (the renderer, effect, material and character bundles) a texture register is read with exactly one sampler register in all but 11 of 89,699 sampled slots, and an instruction compares exactly when its sampler is declared a comparison sampler. cargo run -p dxbc-reader --example pairs_dxbc -- <files or folders> prints the pairs of each program.
  • Reflection (rdef, rdef_target): the RDEF part of the Shader Model 4 layout (no tag), the Shader Model 5.0 one (RD11) and the 5.1 one (the tag 13 13 44 25, whose bindings carry a register space and an id): resource bindings, constant buffers with their variables and their used flags, default values and type trees.
  • Signatures (signature, signature_elements, patch_signature_elements): ISGN, OSGN, ISG1, OSG1, OSG5, PCSG and PSG1 parts.
  • Statistics (statistics): the STAT part, the compiler's counters, with accessors for the words checked against D3DReflect.
  • Class linkage (interfaces): the IFCE part of a program with class linkage, its class types, class instances and interface slot records.
  • Feature level 9 (level9): the Aon9 part of a _level_9_x container, its Direct3D 9 program and the mappings of its constant buffers, samplers and runtime constants.
  • Listing (disassemble, disassemble_with, Options): a Shader Model 4, 5 or 5.1 container's text listing as Microsoft's disassembler writes it (D3DDisassemble of d3dcompiler_47 10.0.26100.4654, fxc /dumpbin), byte for byte: the header (buffer definitions, resource bindings, class tables, signatures, functionality notes, tessellation tables), the program and its instruction count; a level 9 container's as well, with the Direct3D 9 program of its Aon9 part. Options::from_flags takes the D3D_DISASM_* flags word: 0x40 leaves out the header, 0x04 numbers the instructions, 0x20 writes their offsets, 0x80 writes literals in hex, 0x10 leaves out the debug information (0x02 changes nothing in the text this writes); it refuses 0x01 (an HTML listing) and 0x08, which Microsoft's disassembler refuses too. A container with an SPDB part (the PDB fxc /Zi embeds) is written with the source lines and variable locations Microsoft's listing interleaves: #line lines, the variables' initial locations, and after an instruction the locations that start at the next (r0.xyz <- c.rgb). The PDB is read without file access, from the part's bytes: the MSF streams, the line and inlinee tables, the symbols and the types the locations name.
  • Container (parts, over the dxcontainer crate).

Numbers are Direct3D's own (D3D_NAME, D3D_SHADER_INPUT_TYPE, D3D_REGISTER_COMPONENT_TYPE, ...), as stored.

What it guarantees

Reflection tables are bounded before they are read, strings must end inside their part and be UTF-8, and a type tree is refused where it nests deeper than 32 or refers to itself. Operands nest at most three deep. Whatever cannot be read (a truncated instruction, an out-of-range table, an operand register type it has no name for, an unexpected number of index dimensions, an operand count other than the opcode's format) is an Error naming the 32-bit word where it happened.

What it does not do

It does not execute, translate or validate programs. Declarations of the tessellation and geometry stages are kept as Declared::Other with their raw words (Declaration's accessors read their values). Shader Model 5.1's binding declarations and operands (the id, the register range and the space) are read as fxc's disassembly of the sm51 fixtures gives them; no game program checks them yet, the D3D11 games' being 4.0 and 5.0 (Direct3D 11 does not load 5.1). Nothing in the 7,729 programs of Sekiro, Riders Republic and Sledding Game needs more: they hold no 64-bit immediate or 64-bit index, no operand register type the decoder lacks, no extended operand token but the modifier, no interface_call or interface declaration, and no signature element with a nonzero stream or minimum-precision column (all 691,630 elements of the ISG1, OSG1, OSG5 and PSG1 parts of the five games' containers state stream 0 and minimum precision 0, so the signature records do not carry them); the decoder refuses each of the other cases by name rather than reading it. RDEF parts of other record layouts than Shader Model 4's, 5.0's and 5.1's are refused. Shader Model 6 is dxil-reader's.

Tests

cargo test -p dxbc-reader: token streams assembled by hand (a vertex program, typed declarations, an instruction's controls and extended tokens, the refusals by name) and the committed fixtures in tests/fixtures and tests/disasm, compiled by fxc from the HLSL beside each (.od files with /Od), each read to its end. tests/disasm.rs compares the listing of each with D3DDisassemble's, stored in tests/disasm/listings under no flags and the flags that change the text alone, in pairs and all together (tests/disasm/generate.py writes them; 4,002 listings of 174 programs, 92 of them /Zi builds), and the listings of the 19 test programs of t7_dxbc (tests/third-party). tests/spdb.rs changes every byte of two /Zi builds' SPDB parts and checks each is written or refused without a panic. No game files are needed for these.

With GAME_DATA naming a real-data configuration, tests/corpora.rs compares the listing with Microsoft's for whole games: Riders Republic's 2,443 programs, Sekiro's 432 under 23 flag words and Sledding Game's Unity player's 4,854; the inputs are in tests/inputs/README.md, and each test skips where its input is not configured.

Check the examples

From the repository root, cargo test -p dxbc-reader --doc checks the crate documentation, and cargo build -p dxbc-reader --examples builds its example programs. Examples that read paths need the caller's files; the repository ships no game assets.

License: GPL-3.0-or-later.

sample_info and sample_pos can query the rasterizer register (operand type 14), retained as the token format names it.