SlimShader is a Direct3D shader bytecode parser for .NET and C++. It is a Portable Class Library (PCL), compatible with .NET Framework 4.0+ and .NET for Windows Store apps. This is the repository for the .NET version; the C++ version can be found at tgjones/slimshader-cpp.
var fileBytes = File.ReadAllBytes("CompiledShader.o"); var bytecodeContainer = BytecodeContainer.Parse(fileBytes); Console.WriteLine(bytecodeContainer.InputSignature.Parameters.Count); Console.WriteLine(bytecodeContainer.Statistics.InstructionCount); Console.WriteLine(bytecodeContainer.Statistics.StaticFlowControlCount); Console.WriteLine(bytecodeContainer.Shader.Tokens.Count);
SlimShader also includes a virtual machine, which can execute HLSL shaders on the CPU. See the source code here. SlimShader.VirtualMachine includes both an interpreter and a just-in-time (JIT) compiler.
HlslUnit is a .NET library that allows you to unit test your HLSL shaders. It is built on top of SlimShader and SlimShader.VirtualMachine. I blogged about it here.
I've written a simple GUI to showcase SlimShader. You can open a compiled (binary) shader file, view the disassembled version, and view various properties (from the STAT chunk).
- SlimShader uses several test shaders from the HLSLCrossCompiler project, by kind permission of James Jones.
- The Nuclex Framework, in particular the HlslShaderReflector class, was very helpful when figuring out the RDEF, ISGN and OSGN chunks.
- The Wine project, in particular Wine's shader reflection code, had some good tips for decoding the STAT chunk.
- FXDIS was useful to look at when getting started, but the techniques used in that project (casting raw bytes to struct types) don't translate well from C++ to C#.
- For the SHDR chunk, I mostly just used D3D11TokenizedProgramFormat.hpp, a header file that comes with the Windows DDK.
SlimShader is released under the MIT License.