Improve shader sending method to GAL, use a memory interface instead of reading a fixed array size and sending every time
This commit is contained in:
parent
84996ccd36
commit
79e0070363
12 changed files with 72 additions and 63 deletions
|
@ -4,28 +4,28 @@ namespace Ryujinx.Graphics.Gal.Shader
|
|||
{
|
||||
private const bool AddDbgComments = true;
|
||||
|
||||
public static ShaderIrBlock DecodeBasicBlock(int[] Code, int Offset)
|
||||
public static ShaderIrBlock DecodeBasicBlock(IGalMemory Memory, long Position)
|
||||
{
|
||||
ShaderIrBlock Block = new ShaderIrBlock();
|
||||
|
||||
while (Offset + 2 <= Code.Length)
|
||||
while (true)
|
||||
{
|
||||
int InstPos = Offset * 4;
|
||||
Block.Position = Position;
|
||||
|
||||
Block.Position = InstPos;
|
||||
|
||||
Block.MarkLabel(InstPos);
|
||||
Block.MarkLabel(Position);
|
||||
|
||||
//Ignore scheduling instructions, which are written every 32 bytes.
|
||||
if ((Offset & 7) == 0)
|
||||
if ((Position & 0x1f) == 0)
|
||||
{
|
||||
Offset += 2;
|
||||
Position += 8;
|
||||
|
||||
continue;
|
||||
}
|
||||
|
||||
uint Word0 = (uint)Code[Offset++];
|
||||
uint Word1 = (uint)Code[Offset++];
|
||||
uint Word0 = (uint)Memory.ReadInt32(Position + 0);
|
||||
uint Word1 = (uint)Memory.ReadInt32(Position + 4);
|
||||
|
||||
Position += 8;
|
||||
|
||||
long OpCode = Word0 | (long)Word1 << 32;
|
||||
|
||||
|
@ -33,7 +33,7 @@ namespace Ryujinx.Graphics.Gal.Shader
|
|||
|
||||
if (AddDbgComments)
|
||||
{
|
||||
string DbgOpCode = $"0x{InstPos:x8}: 0x{OpCode:x16} ";
|
||||
string DbgOpCode = $"0x{Position:x16}: 0x{OpCode:x16} ";
|
||||
|
||||
Block.AddNode(new ShaderIrCmnt(DbgOpCode + (Decode?.Method.Name ?? "???")));
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue