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End shader decoding when reaching a block that starts with an infinite loop (after BRX) (#2367)
* End shader decoding when reaching an infinite loop The NV shader compiler puts these at the end of shaders. * Update shader cache version
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@ -36,7 +36,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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/// <summary>
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/// <summary>
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/// Version of the codegen (to be changed when codegen or guest format change).
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/// Version of the codegen (to be changed when codegen or guest format change).
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/// </summary>
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/// </summary>
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private const ulong ShaderCodeGenVersion = 2329;
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private const ulong ShaderCodeGenVersion = 2367;
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// Progress reporting helpers
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// Progress reporting helpers
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private volatile int _shaderCount;
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private volatile int _shaderCount;
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@ -9,6 +9,8 @@ namespace Ryujinx.Graphics.Shader.Decoders
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{
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{
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static class Decoder
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static class Decoder
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{
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{
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public const ulong ShaderEndDelimiter = 0xe2400fffff87000f;
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public static Block[][] Decode(IGpuAccessor gpuAccessor, ulong startAddress, out bool hasBindless)
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public static Block[][] Decode(IGpuAccessor gpuAccessor, ulong startAddress, out bool hasBindless)
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{
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{
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hasBindless = false;
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hasBindless = false;
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@ -190,7 +192,7 @@ namespace Ryujinx.Graphics.Shader.Decoders
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ulong inst = gpuAccessor.MemoryRead<ulong>(startAdddress + currBlock.EndAddress);
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ulong inst = gpuAccessor.MemoryRead<ulong>(startAdddress + currBlock.EndAddress);
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return inst != 0UL;
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return inst != 0UL && inst != ShaderEndDelimiter;
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}
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}
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private static bool BinarySearch(List<Block> blocks, ulong address, out int index)
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private static bool BinarySearch(List<Block> blocks, ulong address, out int index)
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