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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@ -1,5 +1,5 @@
using Ryujinx.Common.Logging;
using Ryujinx.Graphics.Gpu.State;
using Ryujinx.Graphics.Device;
using System.Collections.Generic;
namespace Ryujinx.Graphics.Gpu.Engine.MME
@ -36,9 +36,9 @@ namespace Ryujinx.Graphics.Gpu.Engine.MME
/// <param name="state">Current GPU state</param>
/// <param name="reg">Register offset to read</param>
/// <returns>GPU register value</returns>
public static int Read(GpuState state, int reg)
public static int Read(IDeviceState state, int reg)
{
return state.Read(reg);
return state.Read(reg * 4);
}
/// <summary>
@ -47,11 +47,9 @@ namespace Ryujinx.Graphics.Gpu.Engine.MME
/// <param name="value">Call argument</param>
/// <param name="state">Current GPU state</param>
/// <param name="methAddr">Address, in words, of the method</param>
public static void Send(int value, GpuState state, int methAddr)
public static void Send(int value, IDeviceState state, int methAddr)
{
MethodParams meth = new MethodParams(methAddr, value);
state.CallMethod(meth);
state.Write(methAddr * 4, value);
}
}
}