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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111 changed files with 5262 additions and 4020 deletions
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@ -1,6 +1,6 @@
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using Ryujinx.Common;
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using Ryujinx.Graphics.Device;
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using Ryujinx.Graphics.Gpu.State;
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using Ryujinx.Graphics.Gpu.Engine.Threed;
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using Ryujinx.Graphics.Texture;
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using System;
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using System.Collections.Generic;
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@ -16,6 +16,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Dma
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{
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private readonly GpuContext _context;
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private readonly GpuChannel _channel;
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private readonly ThreedClass _3dEngine;
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private readonly DeviceState<DmaClassState> _state;
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/// <summary>
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@ -35,10 +36,12 @@ namespace Ryujinx.Graphics.Gpu.Engine.Dma
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/// </summary>
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/// <param name="context">GPU context</param>
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/// <param name="channel">GPU channel</param>
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public DmaClass(GpuContext context, GpuChannel channel)
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/// <param name="threedEngine">3D engine</param>
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public DmaClass(GpuContext context, GpuChannel channel, ThreedClass threedEngine)
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{
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_context = context;
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_channel = channel;
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_3dEngine = threedEngine;
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_state = new DeviceState<DmaClassState>(new Dictionary<string, RwCallback>
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{
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{ nameof(DmaClassState.LaunchDma), new RwCallback(LaunchDma, null) }
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@ -69,7 +72,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Dma
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/// <param name="xCount">Number of pixels to be copied</param>
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/// <param name="yCount">Number of lines to be copied</param>
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/// <returns></returns>
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private static bool IsTextureCopyComplete(CopyBufferTexture tex, bool linear, int bpp, int stride, int xCount, int yCount)
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private static bool IsTextureCopyComplete(DmaTexture tex, bool linear, int bpp, int stride, int xCount, int yCount)
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{
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if (linear)
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{
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@ -116,7 +119,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Dma
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int xCount = (int)_state.State.LineLengthIn;
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int yCount = (int)_state.State.LineCount;
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_context.Methods.FlushUboDirty(memoryManager);
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_3dEngine.FlushUboDirty();
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if (copy2D)
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{
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@ -125,8 +128,8 @@ namespace Ryujinx.Graphics.Gpu.Engine.Dma
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int srcBpp = remap ? ((int)_state.State.SetRemapComponentsNumSrcComponents + 1) * componentSize : 1;
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int dstBpp = remap ? ((int)_state.State.SetRemapComponentsNumDstComponents + 1) * componentSize : 1;
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var dst = Unsafe.As<uint, CopyBufferTexture>(ref _state.State.SetDstBlockSize);
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var src = Unsafe.As<uint, CopyBufferTexture>(ref _state.State.SetSrcBlockSize);
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var dst = Unsafe.As<uint, DmaTexture>(ref _state.State.SetDstBlockSize);
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var src = Unsafe.As<uint, DmaTexture>(ref _state.State.SetSrcBlockSize);
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int srcStride = (int)_state.State.PitchIn;
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int dstStride = (int)_state.State.PitchOut;
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