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 +1,5 @@
using Ryujinx.Graphics.Device;
using Ryujinx.Graphics.Gpu.Engine.MME;
using Ryujinx.Graphics.Gpu.State;
using System;
using System.Collections.Generic;
using System.Threading;
@ -150,7 +149,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.GPFifo
/// <param name="argument">Method call argument</param>
public void WaitForIdle(int argument)
{
_context.Methods.PerformDeferredDraws();
_parent.PerformDeferredDraws();
_context.Renderer.Pipeline.Barrier();
_context.CreateHostSyncIfNeeded();
@ -189,7 +188,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.GPFifo
/// <param name="argument">Method call argument</param>
public void SetMmeShadowRamControl(int argument)
{
_parent.SetShadowRamControl((ShadowRamControl)argument);
_parent.SetShadowRamControl(argument);
}
/// <summary>
@ -217,7 +216,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.GPFifo
/// </summary>
/// <param name="index">Index of the macro</param>
/// <param name="state">Current GPU state</param>
public void CallMme(int index, GpuState state)
public void CallMme(int index, IDeviceState state)
{
_macros[index].Execute(_macroCode, state);
}