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