aboutsummaryrefslogtreecommitdiff
path: root/Ryujinx.Graphics.Gpu/Shader
diff options
context:
space:
mode:
Diffstat (limited to 'Ryujinx.Graphics.Gpu/Shader')
-rw-r--r--Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs8
-rw-r--r--Ryujinx.Graphics.Gpu/Shader/ShaderDumper.cs2
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;