Compare shader code using a span instead of individual reads. (#917)
* Compare shader code using a span instead of individual reads. * Add comment for new parameter. * Remove unnecessary Math.Min
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3 changed files with 9 additions and 10 deletions
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@ -41,7 +41,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
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{
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ulong processVa = _context.MemoryManager.Translate(gpuVa);
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ulong size = Math.Min(_context.MemoryManager.GetSubSize(gpuVa), maxSize);
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ulong size = _context.MemoryManager.GetSubSize(gpuVa, maxSize);
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return _context.PhysicalMemory.GetSpan(processVa, size);
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}
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@ -237,14 +237,19 @@ namespace Ryujinx.Graphics.Gpu.Memory
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/// Gets the number of mapped or reserved pages on a given region.
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/// </summary>
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/// <param name="gpuVa">Start GPU virtual address of the region</param>
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/// <param name="maxSize">Maximum size of the data</param>
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/// <returns>Mapped size in bytes of the specified region</returns>
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internal ulong GetSubSize(ulong gpuVa)
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internal ulong GetSubSize(ulong gpuVa, ulong maxSize)
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{
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ulong size = 0;
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while (GetPte(gpuVa + size) != PteUnmapped)
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{
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size += PageSize;
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if (size >= maxSize)
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{
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return maxSize;
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}
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}
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return size;
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