diff options
Diffstat (limited to 'Ryujinx.Graphics.Gpu/Shader')
| -rw-r--r-- | Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs | 8 | ||||
| -rw-r--r-- | Ryujinx.Graphics.Gpu/Shader/ShaderDumper.cs | 2 |
2 files changed, 5 insertions, 5 deletions
diff --git a/Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs b/Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs index 548a7e07..dad1b0ac 100644 --- a/Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs +++ b/Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs @@ -265,7 +265,7 @@ namespace Ryujinx.Graphics.Gpu.Shader ShaderProgram program; - Span<byte> code = _context.MemoryAccessor.Read(gpuVa, MaxProgramSize); + ReadOnlySpan<byte> code = _context.MemoryAccessor.GetSpan(gpuVa, MaxProgramSize); program = Translator.Translate(code, callbacks, DefaultFlags | TranslationFlags.Compute); @@ -319,8 +319,8 @@ namespace Ryujinx.Graphics.Gpu.Shader if (gpuVaA != 0) { - Span<byte> codeA = _context.MemoryAccessor.Read(gpuVaA, MaxProgramSize); - Span<byte> codeB = _context.MemoryAccessor.Read(gpuVa, MaxProgramSize); + ReadOnlySpan<byte> codeA = _context.MemoryAccessor.GetSpan(gpuVaA, MaxProgramSize); + ReadOnlySpan<byte> codeB = _context.MemoryAccessor.GetSpan(gpuVa, MaxProgramSize); program = Translator.Translate(codeA, codeB, callbacks, DefaultFlags); @@ -340,7 +340,7 @@ namespace Ryujinx.Graphics.Gpu.Shader } else { - Span<byte> code = _context.MemoryAccessor.Read(gpuVa, MaxProgramSize); + ReadOnlySpan<byte> code = _context.MemoryAccessor.GetSpan(gpuVa, MaxProgramSize); program = Translator.Translate(code, callbacks, DefaultFlags); diff --git a/Ryujinx.Graphics.Gpu/Shader/ShaderDumper.cs b/Ryujinx.Graphics.Gpu/Shader/ShaderDumper.cs index 3be75564..0e22b07e 100644 --- a/Ryujinx.Graphics.Gpu/Shader/ShaderDumper.cs +++ b/Ryujinx.Graphics.Gpu/Shader/ShaderDumper.cs @@ -27,7 +27,7 @@ namespace Ryujinx.Graphics.Gpu.Shader /// <param name="compute">True for compute shader code, false for graphics shader code</param> /// <param name="fullPath">Output path for the shader code with header included</param> /// <param name="codePath">Output path for the shader code without header</param> - public void Dump(Span<byte> code, bool compute, out string fullPath, out string codePath) + public void Dump(ReadOnlySpan<byte> code, bool compute, out string fullPath, out string codePath) { _dumpPath = GraphicsConfig.ShadersDumpPath; |
