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:
gdkchan 2018-05-22 22:43:31 -03:00
parent 84996ccd36
commit 79e0070363
12 changed files with 72 additions and 63 deletions

View file

@ -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 ?? "???")));
}