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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@ -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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