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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Ryujinx.Graphics.Gpu/Engine/Dma/DmaTexture.cs
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Ryujinx.Graphics.Gpu/Engine/Dma/DmaTexture.cs
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using Ryujinx.Graphics.Gpu.Engine.Types;
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namespace Ryujinx.Graphics.Gpu.Engine.Dma
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{
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/// <summary>
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/// Buffer to texture copy parameters.
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/// </summary>
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struct DmaTexture
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{
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#pragma warning disable CS0649
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public MemoryLayout MemoryLayout;
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public int Width;
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public int Height;
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public int Depth;
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public int RegionZ;
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public ushort RegionX;
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public ushort RegionY;
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#pragma warning restore CS0649
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}
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}
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