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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riperiperi 2020-02-03 19:11:22 +00:00 committed by GitHub
parent 796e5d14b4
commit a0e6647860
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3 changed files with 9 additions and 10 deletions

View File

@ -41,7 +41,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
{ {
ulong processVa = _context.MemoryManager.Translate(gpuVa); ulong processVa = _context.MemoryManager.Translate(gpuVa);
ulong size = Math.Min(_context.MemoryManager.GetSubSize(gpuVa), maxSize); ulong size = _context.MemoryManager.GetSubSize(gpuVa, maxSize);
return _context.PhysicalMemory.GetSpan(processVa, size); return _context.PhysicalMemory.GetSpan(processVa, size);
} }

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@ -237,14 +237,19 @@ namespace Ryujinx.Graphics.Gpu.Memory
/// Gets the number of mapped or reserved pages on a given region. /// Gets the number of mapped or reserved pages on a given region.
/// </summary> /// </summary>
/// <param name="gpuVa">Start GPU virtual address of the region</param> /// <param name="gpuVa">Start GPU virtual address of the region</param>
/// <param name="maxSize">Maximum size of the data</param>
/// <returns>Mapped size in bytes of the specified region</returns> /// <returns>Mapped size in bytes of the specified region</returns>
internal ulong GetSubSize(ulong gpuVa) internal ulong GetSubSize(ulong gpuVa, ulong maxSize)
{ {
ulong size = 0; ulong size = 0;
while (GetPte(gpuVa + size) != PteUnmapped) while (GetPte(gpuVa + size) != PteUnmapped)
{ {
size += PageSize; size += PageSize;
if (size >= maxSize)
{
return maxSize;
}
} }
return size; return size;

View File

@ -235,15 +235,9 @@ namespace Ryujinx.Graphics.Gpu.Shader
return false; return false;
} }
for (int index = 0; index < shader.Code.Length; index++) ReadOnlySpan<byte> memoryCode = _context.MemoryAccessor.GetSpan(gpuVa, (ulong)shader.Code.Length * 4);
{
if (_context.MemoryAccessor.ReadInt32(gpuVa + (ulong)index * 4) != shader.Code[index])
{
return true;
}
}
return false; return !MemoryMarshal.Cast<byte, int>(memoryCode).SequenceEqual(shader.Code);
} }
/// <summary> /// <summary>