shader_ir: propagate shader size to the IR
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8a6fc529a9
commit
459fce3a8f
6 changed files with 28 additions and 17 deletions
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@ -39,7 +39,7 @@ void ShaderIR::Decode() {
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std::memcpy(&header, program_code.data(), sizeof(Tegra::Shader::Header));
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ShaderCharacteristics shader_info{};
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bool can_proceed = ScanFlow(program_code, MAX_PROGRAM_LENGTH, main_offset, shader_info);
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bool can_proceed = ScanFlow(program_code, program_code.size(), main_offset, shader_info);
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if (can_proceed) {
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coverage_begin = shader_info.start;
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coverage_end = shader_info.end;
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@ -52,12 +52,12 @@ void ShaderIR::Decode() {
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}
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return;
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}
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LOG_CRITICAL(HW_GPU, "Flow Analysis failed, falling back to brute force compiling");
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LOG_WARNING(HW_GPU, "Flow Analysis failed, falling back to brute force compiling");
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// Now we need to deal with an undecompilable shader. We need to brute force
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// a shader that captures every position.
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coverage_begin = shader_info.start;
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const u32 shader_end = static_cast<u32>(MAX_PROGRAM_LENGTH);
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const u32 shader_end = static_cast<u32>(program_size / sizeof(u64));
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coverage_end = shader_end;
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for (u32 label = main_offset; label < shader_end; label++) {
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basic_blocks.insert({label, DecodeRange(label, label + 1)});
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