Improve shader sending method to GAL, use a memory interface instead of reading a fixed array size and sending every time
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parent
84996ccd36
commit
79e0070363
12 changed files with 72 additions and 63 deletions
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@ -89,9 +89,9 @@ namespace Ryujinx.Graphics.Gal.Shader
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};
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}
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public GlslProgram Decompile(int[] Code, GalShaderType ShaderType)
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public GlslProgram Decompile(IGalMemory Memory, long Position, GalShaderType ShaderType)
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{
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ShaderIrBlock Block = ShaderDecoder.DecodeBasicBlock(Code, 0);
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ShaderIrBlock Block = ShaderDecoder.DecodeBasicBlock(Memory, Position);
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ShaderIrNode[] Nodes = Block.GetNodes();
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@ -15,7 +15,7 @@ namespace Ryujinx.Graphics.Gal.Shader
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throw new NotImplementedException();
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}
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int Target = ((int)(OpCode >> 20) << 8) >> 8;
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long Target = ((int)(OpCode >> 20) << 8) >> 8;
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Target += Block.Position + 8;
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@ -4,28 +4,28 @@ namespace Ryujinx.Graphics.Gal.Shader
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{
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private const bool AddDbgComments = true;
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public static ShaderIrBlock DecodeBasicBlock(int[] Code, int Offset)
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public static ShaderIrBlock DecodeBasicBlock(IGalMemory Memory, long Position)
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{
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ShaderIrBlock Block = new ShaderIrBlock();
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while (Offset + 2 <= Code.Length)
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while (true)
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{
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int InstPos = Offset * 4;
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Block.Position = Position;
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Block.Position = InstPos;
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Block.MarkLabel(InstPos);
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Block.MarkLabel(Position);
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//Ignore scheduling instructions, which are written every 32 bytes.
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if ((Offset & 7) == 0)
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if ((Position & 0x1f) == 0)
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{
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Offset += 2;
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Position += 8;
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continue;
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}
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uint Word0 = (uint)Code[Offset++];
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uint Word1 = (uint)Code[Offset++];
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uint Word0 = (uint)Memory.ReadInt32(Position + 0);
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uint Word1 = (uint)Memory.ReadInt32(Position + 4);
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Position += 8;
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long OpCode = Word0 | (long)Word1 << 32;
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@ -33,7 +33,7 @@ namespace Ryujinx.Graphics.Gal.Shader
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if (AddDbgComments)
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{
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string DbgOpCode = $"0x{InstPos:x8}: 0x{OpCode:x16} ";
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string DbgOpCode = $"0x{Position:x16}: 0x{OpCode:x16} ";
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Block.AddNode(new ShaderIrCmnt(DbgOpCode + (Decode?.Method.Name ?? "???")));
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}
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@ -6,15 +6,15 @@ namespace Ryujinx.Graphics.Gal.Shader
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{
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private List<ShaderIrNode> Nodes;
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private Dictionary<int, ShaderIrLabel> LabelsToInsert;
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private Dictionary<long, ShaderIrLabel> LabelsToInsert;
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public int Position;
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public long Position;
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public ShaderIrBlock()
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{
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Nodes = new List<ShaderIrNode>();
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LabelsToInsert = new Dictionary<int, ShaderIrLabel>();
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LabelsToInsert = new Dictionary<long, ShaderIrLabel>();
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}
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public void AddNode(ShaderIrNode Node)
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@ -22,7 +22,7 @@ namespace Ryujinx.Graphics.Gal.Shader
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Nodes.Add(Node);
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}
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public ShaderIrLabel GetLabel(int Position)
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public ShaderIrLabel GetLabel(long Position)
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{
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if (LabelsToInsert.TryGetValue(Position, out ShaderIrLabel Label))
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{
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@ -36,7 +36,7 @@ namespace Ryujinx.Graphics.Gal.Shader
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return Label;
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}
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public void MarkLabel(int Position)
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public void MarkLabel(long Position)
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{
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if (LabelsToInsert.TryGetValue(Position, out ShaderIrLabel Label))
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{
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