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:
parent
b5190f1681
commit
40b21cc3c4
111 changed files with 5262 additions and 4020 deletions
|
@ -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);
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue