Add a GetSpan method to the memory manager and use it on GPU (#877)
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8b90924c1e
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20 changed files with 93 additions and 48 deletions
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@ -265,7 +265,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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ShaderProgram program;
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Span<byte> code = _context.MemoryAccessor.Read(gpuVa, MaxProgramSize);
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ReadOnlySpan<byte> code = _context.MemoryAccessor.GetSpan(gpuVa, MaxProgramSize);
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program = Translator.Translate(code, callbacks, DefaultFlags | TranslationFlags.Compute);
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@ -319,8 +319,8 @@ namespace Ryujinx.Graphics.Gpu.Shader
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if (gpuVaA != 0)
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{
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Span<byte> codeA = _context.MemoryAccessor.Read(gpuVaA, MaxProgramSize);
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Span<byte> codeB = _context.MemoryAccessor.Read(gpuVa, MaxProgramSize);
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ReadOnlySpan<byte> codeA = _context.MemoryAccessor.GetSpan(gpuVaA, MaxProgramSize);
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ReadOnlySpan<byte> codeB = _context.MemoryAccessor.GetSpan(gpuVa, MaxProgramSize);
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program = Translator.Translate(codeA, codeB, callbacks, DefaultFlags);
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@ -340,7 +340,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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}
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else
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{
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Span<byte> code = _context.MemoryAccessor.Read(gpuVa, MaxProgramSize);
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ReadOnlySpan<byte> code = _context.MemoryAccessor.GetSpan(gpuVa, MaxProgramSize);
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program = Translator.Translate(code, callbacks, DefaultFlags);
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@ -27,7 +27,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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/// <param name="compute">True for compute shader code, false for graphics shader code</param>
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/// <param name="fullPath">Output path for the shader code with header included</param>
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/// <param name="codePath">Output path for the shader code without header</param>
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public void Dump(Span<byte> code, bool compute, out string fullPath, out string codePath)
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public void Dump(ReadOnlySpan<byte> code, bool compute, out string fullPath, out string codePath)
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{
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_dumpPath = GraphicsConfig.ShadersDumpPath;
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