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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
This commit is contained in:
riperiperi 2021-06-15 01:09:59 +01:00 committed by GitHub
parent bfcc6a8ad6
commit 7ff1f9aa12
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GPG key ID: 4AEE18F83AFDEB23
2 changed files with 5 additions and 3 deletions

View file

@ -36,7 +36,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
/// <summary> /// <summary>
/// Version of the codegen (to be changed when codegen or guest format change). /// Version of the codegen (to be changed when codegen or guest format change).
/// </summary> /// </summary>
private const ulong ShaderCodeGenVersion = 2329; private const ulong ShaderCodeGenVersion = 2367;
// Progress reporting helpers // Progress reporting helpers
private volatile int _shaderCount; private volatile int _shaderCount;
@ -955,4 +955,4 @@ namespace Ryujinx.Graphics.Gpu.Shader
_cacheManager?.Dispose(); _cacheManager?.Dispose();
} }
} }
} }

View file

@ -9,6 +9,8 @@ namespace Ryujinx.Graphics.Shader.Decoders
{ {
static class Decoder static class Decoder
{ {
public const ulong ShaderEndDelimiter = 0xe2400fffff87000f;
public static Block[][] Decode(IGpuAccessor gpuAccessor, ulong startAddress, out bool hasBindless) public static Block[][] Decode(IGpuAccessor gpuAccessor, ulong startAddress, out bool hasBindless)
{ {
hasBindless = false; hasBindless = false;
@ -190,7 +192,7 @@ namespace Ryujinx.Graphics.Shader.Decoders
ulong inst = gpuAccessor.MemoryRead<ulong>(startAdddress + currBlock.EndAddress); ulong inst = gpuAccessor.MemoryRead<ulong>(startAdddress + currBlock.EndAddress);
return inst != 0UL; return inst != 0UL && inst != ShaderEndDelimiter;
} }
private static bool BinarySearch(List<Block> blocks, ulong address, out int index) private static bool BinarySearch(List<Block> blocks, ulong address, out int index)