Separate GPU engines (part 2/2) (#2440)
* 3D engine now uses DeviceState too, plus new state modification tracking * Remove old methods code * Remove GpuState and friends * Optimize DeviceState, force inline some functions * This change was not supposed to go in * Proper channel initialization * Optimize state read/write methods even more * Fix debug build * Do not dirty state if the write is redundant * The YControl register should dirty either the viewport or front face state too, to update the host origin * Avoid redundant vertex buffer updates * Move state and get rid of the Ryujinx.Graphics.Gpu.State namespace * Comments and nits * Fix rebase * PR feedback * Move changed = false to improve codegen * PR feedback * Carry RyuJIT a bit more
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@ -3,13 +3,13 @@ namespace Ryujinx.Graphics.Gpu
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/// <summary>
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/// GPU engine class ID.
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/// </summary>
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enum ClassId
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public enum ClassId
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{
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Engine2D = 0x902d,
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Engine3D = 0xb197,
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EngineCompute = 0xb1c0,
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EngineInline2Memory = 0xa140,
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EngineDma = 0xb0b5,
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EngineGpfifo = 0xb06f
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Twod = 0x902d,
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Threed = 0xb197,
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Compute = 0xb1c0,
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InlineToMemory = 0xa140,
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Dma = 0xb0b5,
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GPFifo = 0xb06f
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}
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}
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