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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@ -1,4 +1,4 @@
using Ryujinx.Graphics.Gpu.State;
using Ryujinx.Graphics.Device;
using System;
using System.Collections.Generic;
using System.Reflection.Emit;
@ -22,7 +22,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.MME
/// </summary>
public MacroJitCompiler()
{
_meth = new DynamicMethod("Macro", typeof(void), new Type[] { typeof(MacroJitContext), typeof(GpuState), typeof(int) });
_meth = new DynamicMethod("Macro", typeof(void), new Type[] { typeof(MacroJitContext), typeof(IDeviceState), typeof(int) });
_ilGen = _meth.GetILGenerator();
_gprs = new LocalBuilder[8];
@ -39,7 +39,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.MME
_ilGen.Emit(OpCodes.Stloc, _gprs[1]);
}
public delegate void MacroExecute(MacroJitContext context, GpuState state, int arg0);
public delegate void MacroExecute(MacroJitContext context, IDeviceState state, int arg0);
/// <summary>
/// Translates a new piece of GPU Macro code into host executable code.