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
This commit is contained in:
gdkchan 2021-07-11 17:20:40 -03:00 committed by GitHub
parent b5190f1681
commit 40b21cc3c4
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111 changed files with 5262 additions and 4020 deletions

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