forked from Mirror/Ryujinx
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
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@ -138,16 +138,11 @@ namespace Ryujinx.Core.Gpu
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long Tag = BasePosition + (uint)Offset;
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//TODO: Find a better way to calculate the size.
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int Size = 0x20000;
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byte[] Code = Vmm.ReadBytes(Tag, Size);
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GalShaderType ShaderType = GetTypeFromProgram(Index);
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Tags[(int)ShaderType] = Tag;
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Gpu.Renderer.CreateShader(Tag, ShaderType, Code);
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Gpu.Renderer.CreateShader(Vmm, Tag, ShaderType);
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Gpu.Renderer.BindShader(Tag);
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}
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@ -1,9 +1,11 @@
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using ChocolArm64.Memory;
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using System.Collections.Concurrent;
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using Ryujinx.Graphics.Gal;
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namespace Ryujinx.Core.Gpu
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{
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public class NvGpuVmm : IAMemory
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public class NvGpuVmm : IAMemory, IGalMemory
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{
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public const long AddrSize = 1L << 40;
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7
Ryujinx.Graphics/Gal/IGalMemory.cs
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7
Ryujinx.Graphics/Gal/IGalMemory.cs
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@ -0,0 +1,7 @@
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namespace Ryujinx.Graphics.Gal
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{
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public unsafe interface IGalMemory
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{
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int ReadInt32(long Position);
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}
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}
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@ -58,7 +58,7 @@ namespace Ryujinx.Graphics.Gal
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void DrawElements(int VbIndex, int First, GalPrimitiveType PrimType);
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//Shader
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void CreateShader(long Tag, GalShaderType Type, byte[] Data);
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void CreateShader(IGalMemory Memory, long Tag, GalShaderType Type);
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IEnumerable<ShaderDeclInfo> GetTextureUsage(long Tag);
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@ -3,7 +3,6 @@ using Ryujinx.Graphics.Gal.Shader;
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using System;
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using System.Collections.Concurrent;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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namespace Ryujinx.Graphics.Gal.OpenGL
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@ -85,14 +84,14 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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Programs = new Dictionary<ShaderProgram, int>();
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}
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public void Create(long Tag, GalShaderType Type, byte[] Data)
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public void Create(IGalMemory Memory, long Tag, GalShaderType Type)
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{
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Stages.GetOrAdd(Tag, (Key) => ShaderStageFactory(Type, Tag, Data));
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Stages.GetOrAdd(Tag, (Key) => ShaderStageFactory(Memory, Tag, Type));
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}
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private ShaderStage ShaderStageFactory(GalShaderType Type, long Tag, byte[] Data)
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private ShaderStage ShaderStageFactory(IGalMemory Memory, long Position, GalShaderType Type)
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{
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GlslProgram Program = GetGlslProgram(Data, Type);
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GlslProgram Program = GetGlslProgram(Memory, Position, Type);
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return new ShaderStage(
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Type,
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@ -101,25 +100,11 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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Program.Uniforms);
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}
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private GlslProgram GetGlslProgram(byte[] Data, GalShaderType Type)
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private GlslProgram GetGlslProgram(IGalMemory Memory, long Position, GalShaderType Type)
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{
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int[] Code = new int[(Data.Length - 0x50) >> 2];
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using (MemoryStream MS = new MemoryStream(Data))
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{
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MS.Seek(0x50, SeekOrigin.Begin);
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BinaryReader Reader = new BinaryReader(MS);
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for (int Index = 0; Index < Code.Length; Index++)
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{
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Code[Index] = Reader.ReadInt32();
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}
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}
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GlslDecompiler Decompiler = new GlslDecompiler();
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return Decompiler.Decompile(Code, Type);
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return Decompiler.Decompile(Memory, Position + 0x50, Type);
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}
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public IEnumerable<ShaderDeclInfo> GetTextureUsage(long Tag)
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@ -198,14 +198,14 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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ActionsQueue.Enqueue(() => Rasterizer.DrawElements(VbIndex, First, PrimType));
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}
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public void CreateShader(long Tag, GalShaderType Type, byte[] Data)
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public void CreateShader(IGalMemory Memory, long Tag, GalShaderType Type)
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{
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if (Data == null)
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if (Memory == null)
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{
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throw new ArgumentNullException(nameof(Data));
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throw new ArgumentNullException(nameof(Memory));
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}
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Shader.Create(Tag, Type, Data);
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Shader.Create(Memory, Tag, Type);
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}
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public void SetConstBuffer(long Tag, int Cbuf, byte[] Data)
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@ -89,9 +89,9 @@ namespace Ryujinx.Graphics.Gal.Shader
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};
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}
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public GlslProgram Decompile(int[] Code, GalShaderType ShaderType)
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public GlslProgram Decompile(IGalMemory Memory, long Position, GalShaderType ShaderType)
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{
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ShaderIrBlock Block = ShaderDecoder.DecodeBasicBlock(Code, 0);
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ShaderIrBlock Block = ShaderDecoder.DecodeBasicBlock(Memory, Position);
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ShaderIrNode[] Nodes = Block.GetNodes();
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@ -15,7 +15,7 @@ namespace Ryujinx.Graphics.Gal.Shader
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throw new NotImplementedException();
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}
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int Target = ((int)(OpCode >> 20) << 8) >> 8;
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long Target = ((int)(OpCode >> 20) << 8) >> 8;
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Target += Block.Position + 8;
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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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@ -6,15 +6,15 @@ namespace Ryujinx.Graphics.Gal.Shader
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{
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private List<ShaderIrNode> Nodes;
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private Dictionary<int, ShaderIrLabel> LabelsToInsert;
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private Dictionary<long, ShaderIrLabel> LabelsToInsert;
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public int Position;
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public long Position;
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public ShaderIrBlock()
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{
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Nodes = new List<ShaderIrNode>();
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LabelsToInsert = new Dictionary<int, ShaderIrLabel>();
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LabelsToInsert = new Dictionary<long, ShaderIrLabel>();
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}
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public void AddNode(ShaderIrNode Node)
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@ -22,7 +22,7 @@ namespace Ryujinx.Graphics.Gal.Shader
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Nodes.Add(Node);
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}
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public ShaderIrLabel GetLabel(int Position)
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public ShaderIrLabel GetLabel(long Position)
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{
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if (LabelsToInsert.TryGetValue(Position, out ShaderIrLabel Label))
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{
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@ -36,7 +36,7 @@ namespace Ryujinx.Graphics.Gal.Shader
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return Label;
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}
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public void MarkLabel(int Position)
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public void MarkLabel(long Position)
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{
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if (LabelsToInsert.TryGetValue(Position, out ShaderIrLabel Label))
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{
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26
Ryushader/Memory.cs
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26
Ryushader/Memory.cs
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using Ryujinx.Graphics.Gal;
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using System.IO;
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namespace Ryushader
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{
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class Memory : IGalMemory
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{
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private Stream BaseStream;
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private BinaryReader Reader;
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public Memory(Stream BaseStream)
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{
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this.BaseStream = BaseStream;
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Reader = new BinaryReader(BaseStream);
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}
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public int ReadInt32(long Position)
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{
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BaseStream.Seek(Position, SeekOrigin.Begin);
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return Reader.ReadInt32();
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}
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}
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}
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@ -24,21 +24,15 @@ namespace Ryushader
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case "f": ShaderType = GalShaderType.Fragment; break;
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}
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byte[] Data = File.ReadAllBytes(args[1]);
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int[] Code = new int[Data.Length / 4];
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for (int Offset = 0; Offset + 4 <= Data.Length; Offset += 4)
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using (FileStream FS = new FileStream(args[1], FileMode.Open, FileAccess.Read))
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{
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int Value = BitConverter.ToInt32(Data, Offset);
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Memory Mem = new Memory(FS);
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Code[Offset >> 2] = Value;
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}
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GlslProgram Program = Decompiler.Decompile(Code, ShaderType);
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GlslProgram Program = Decompiler.Decompile(Mem, 0, ShaderType);
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Console.WriteLine(Program.Code);
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}
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}
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else
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{
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Console.WriteLine("Usage: Ryushader [v|tc|te|g|f] shader.bin");
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