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shader_jit_a64: Compact host executable memory #230
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Sorry, misclicked ^^' |
This currently passes all unit tests on my M2 Mac Mini but I wanted to do some more testing before I un-draft it. 👍 |
NOTE: You will need to rebase against master for CI to pass. |
Use the templated `BasicCodeGenerator` type rather than the specialized `CodeGenerator` type. Allows `VectorCodeGenerator` to work with these functions.
`VectorCodeGenerator` will always do far-calls since we cannot resolve any absolute addresses here.
Generates more position-independent assembly to allow for code to be generated within a resizable vector before copying into executable memory, allowing for more compact memory allocations and usage rather than a statically defined worst-case for all-cases. `VectorCodeGenerator` will need to generate position-independent code rather than use absolute addresses. Assumes all far function calls in the case of `VectorCodeGenerator` to use absolute addresses rather than potentially use a relative `BL` branch after memory relocation.
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Did some testing and this is ready to go!
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PabloMK7
approved these changes
Aug 31, 2024
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Generates position-independent assembly to allow for code to be generated first within a
std::vector
before copying into executable memory. Allows for more compact memory-usage rather than allocating 1MiB of executable code for each shader. Saves up to ~1MiB for each shader.